• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D General Styles of Roleplaying and Characters

Status
Not open for further replies.

Bill Zebub

“It’s probably Matt Mercer’s fault.”
How is being scared by a dragon flying overhead separate from and beyond the level of influence possible in the real world? It doesn't seem unrealistic to me.

4e D&D was subjected to unending barrages of criticism, but one that I don't recall ever hearing is that a Fang Titan Drake (effectively a T-Rex) can Stun (as in, impose the condition) with its terrible roar. The effect is expressly called out as a Fear one (which means some characters get defence bonuses against it, or are immune). But no one thinks that that roar is magic, do they? Or that it's any more unrealistic than any of the other "mundane" action of a mid-to-upper paragon 4e D&D game?


This is just question-begging.

In AD&D OA - a game published in the mid-80s, under the D&D label and using AD&D mechanics - the kensai (*at 7th level) and samurai (at 6th level) can cause fear to characters and creatures with 1 HD or less on a failed save vs breath weapon. There is not the least suggestion that this is magic: it's because these characters can be terrifying!

And in the history of D&D since then there have been many features written into characters and creatures as special abilities that are obviously not magic.

Barbarian Berserker has a similar ability in 5e.

And, I gotta be honest, I wish the Frightened condition didn't include the movement restriction. If it were only...
...there would be zero loss of control, and only a disincentive to take certain actions.
 

log in or register to remove this ad

Oofta

Legend
In the real world, much of human decision making isn't conscious, and therefore not nearly as inviolate as many would think.
Tell you what. When a game system comes up with a set of rules that can take my character concept along with the entirety of their history up to that moment and make realistic decisions based on their unconscious biases I'll consider it. Until then, I'll cling to my delusions that I'm a rational being. ;)

AKA: I have no problem with other systems such as ones that make you hesitate unless you have a high enough steel, I just don't think a game can simulate reality enough to make it worthwhile for me.
 


Xetheral

Three-Headed Sirrush
How is being scared by a dragon flying overhead separate from and beyond the level of influence possible in the real world? It doesn't seem unrealistic to me.
Because (at least in 5e) the fear produced by Dragons is strong enough to override any motivation to approach the dragon. A Frightened parent literally can't approach the dragon to save their own child. That level of terror is well beyond anything that can typically be achieved via mundane intimidation. (Sure, under optimal conditions it might be possible to talk someone into a similar state of debilitating terror, but that would be an edge case, whereas the Dragon can do that to a substantial fraction of the population of an entire village all at once.)

Also, unlike fear one can induce by influencing another person, the fear created by a Dragon vanishes as suddenly as it arrived. So even though it isn't technically magical in origin, Dragon fear is still noticably (OOC, and possibly IC) distinct from ordinary fear because it behaves differently.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
By the way, I want to point out that the existence of examples in 5e that seem to defy my principal isn't proof of inconsistency on my part. Maybe if I were the author of those examples...

But "Hey, what do you think of example X?" instead of "Ha! Example X shows you are being inconsistent" would demonstrate open-mindedness and engagement, rather than...well, something else.
 

pemerton

Legend
But if the underlying premise of the game is that you don't control your character, and the core mechanics are built around you not controlling your character, then I'm just not really interested. I don't want the premise of the game to be that I don't control my character.
I've already posted, multiple times, what the underlying premise is of the Steel mechanic in Burning Wheel: its that certain dreadful decisions and experiences have weight, meaning that a gap can open up between a person's intention and whether they can follow through.

Here is the introduction to the rules text (I'm quoting from p 121 of the Revised edition; I don't think Gold edition is significantly different):

Steel is an attribute that represents the character's nerves. It is tested when the character is startled or shocked. The results of the test then tell us whether the character flinches, or whether he steels his nerves and carries on.

When a Steel test is failed, the player loses control of the character momentarily - just as the character loses control of his faculties. The players chooses how the character loses it, but after that the character is out of the action for a few in-game seconds as he freaks out.

A GM can call for a Steel test under three main conditions: When the character is confronted with surprise, fear or pain.​

The rules that follow, together with various traits found in the PC build rules, also make it clear that a Steel test can be called for when a character attempts something dreadful like committing cold-blooded murder.

I think the rules make it pretty clear what the premise of the mechanic is, and how it relates to the player's control of the character. And I think these rules are pretty consistent with what is said in the introduction to the game (p 12 of Revised):

Unlike many other rpgs, there is no fixed or predetermined "setting" to play in. . . .

Though the game has no world full of ethics and laws, the rules do contain a philosophy and outlook that implies a certain type of place. There are consequences to your choices in this game. They range from the very black and white, "If I engage in this duel, my character might die," to the more complex, "If my character undertakes this task, he'll be changed and I don't know exactly how." Recognizing that the system enforces these choices will help you navigate play. I always encourage players to think before they test their characters. Are you prepared to accept the consequences of your actions?​

Pulling back to a bigger picture, here is how the 5e D&D Basic PDF describes the role of the (non-GM) player (from pp 2, 6 but quoted in reverse order):

Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world. . . .

In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.

One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore.. . .

There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.​

Here is how Burning Wheel describes "the sacred and most holy role of the players" (p 269 of Revised; the Gold text is the same):

In Burning Wheel games, players have a number of duties:

* Prime among them is the responsibility to offer hooks to their GM and the other players in the form of Beliefs, Instincts and traits.

* Use the lifepaths to build skeletons of your characters' backgrounds, but don't fill in all the details. Let the character develop as play advances - certainly don't write a history in which all the adventure has already happened.

* Players in Burning Wheel must use their characters to drive the story forward - to resolve conflicts and create new ones. Players are supposed to push and risk their characters, so they grow and change in unforeseen ways.

* Use the mechanics! Players are expected to call for a Duel of Wits or a Circles test or to demand the Range and Cover rules in a shooting match with a Dark Elf assassin. Don't wait for the GM to invoke a rule - invoke the damn thing yourself and get the story moving!

* Participate. Help enhance your friends' scenes and step forward and make the most of your own. It doesn't matter if you "win", so long as the story spins in a new and interesting direction. If the story doesn't interest you, it's your job to create interesting situations and involve yourself. . . . Above all, have fun. It's easily said, but hard to enact. Listen to the other players, riff off them; take their leads and run with them. Expand on their madness, but rein them in when they get out of hand.​

I think Burning Wheel is pretty clear about the role of the players, the significance of the PCs, and the relationship of player to PC. It's obviously not the same as 5e D&D. The differences are primarily in relation to authorship: who is expected to exercise responsibility over what parts of the shared fiction. And what sort of challenge to or pressure upon those contributions is to be expected.

The 5e text spells out one role for the DM, another for the players, and there is no suggestion that either is subject to pressure or challenge or change from the other. The player makes the PC who is their "representative" in the fiction. The DM authors the adventure and the challenges, which the players work through with their PCs.

In BW, the players are directed to hook the other participants, both players and GM, to push for what they want by using the game rules, to enhance but also rein in one another's madness. Players are even told what to do to make the game interesting if it's not - and the instruction is not put on an entertaining performance, it's to create new and interesting situations (which the BW mechanics enable the player to do: see eg my posts upthread about the Circles checks made to meet Rufus, my PCs' brother). The upshot is that the GM's conception of the fictional situation is not free from challenge. Nor is the player's conception of their character.
 

Lanefan

Victoria Rules
How often do such situations happen without such rules?

How often do characters hesitate when it comes to a killing blow, even if the poor bastard has forced their hand?
Rarely.
How often do characters fall in love?
Frequently to very frequently. Romance and other inter-personal interactions are a big thing in our games; and characters have crushes, jealousies, friendships, rivalries, one-nighters, and all that stuff that changes over time much like it does in real life. Characters in our games also get married sometimes, and-or have children. And of all of that the only part that isn't completely player-driven is the having-children piece; unless precautions are taken we DMs have charts of pregnancy chances depending on what creature types are involved in the action.

The game IMO would be greatly the lesser without any of this.
 

pemerton

Legend
Because (at least in 5e) the fear produced by Dragons is strong enough to override any motivation to approach the dragon. A Frightened parent literally can't approach the dragon to save their own child. That level of terror is well beyond anything that can typically be achieved via mundane intimidation. (Sure, under optimal conditions it might be possible to talk someone into a similar state of debilitating terror, but that would be an edge case, whereas the Dragon can do that to a substantial fraction of the population of an entire village all at once.)
Isn't there a saving throw against dragon fear in 5e? (There seems to be in the SRD.)

In his AD&D DMG, Gygax says the following about saving throw modifiers (p 81):

You may assign modifiers to any saving throws as you see fit, always keeping in mind game balance. . . if a character is standing in a pool of water holding a sword in his steel-gauntleted hand when the blue dragon breathes at him, you just might wish to slightly alter his chances of saving. In like manner, you might wish to give this same character one-half or NO damage from a red dragon's breath in the same circumstances. (In this same fashion you may feel no constraint with respect to allotting pluses to damage so meted out to players, adjusting the score of each die upwards or downwards as you see fit because of prevailing circumstances.)​

Page 57 of the 5e D&D Basic PFD says:

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. . . . The DM can also decide that circumstances influence a roll in one
direction or the other and grant advantage or impose disadvantage as a result.​

In this respect, the approach of 5e seems broadly consistent with AD&D.

So if the GM thought that the parent's desire to save the child is a particularly strong motivation in the face of dragon fear, couldn't they grant the parent advantage on the saving throw?
 

pemerton

Legend
By the way, I want to point out that the existence of examples in 5e that seem to defy my principal isn't proof of inconsistency on my part.
I don't think you're being inconsistent. But - speaking honestly - I don't find your experiential/performative analysis very explanatorily powerful. What you are saying seems to me to be consistent with a preference for a certain sort of authorial power as player.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
I don't think you're being inconsistent. But - speaking honestly - I don't find your experiential/performative analysis very explanatorily powerful. What you are saying seems to me to be consistent with a preference for a certain sort of authorial power as player.

Bear in mind the link between authorial power and experiential roleplaying exists for me, but apparently not (or to a lesser extent) for you. Likewise, you get something out of the Burning Wheel mechanic that you describe as experiential, whereas I don’t think it would work that way for me. Maybe that would change, or will change, over time.

That’s the gist of my argument about experiential roleplaying: the conditions that give rise to it vary by player, and it’s not valid to tell another player they are doing it right or wrong, or well or poorly.
 

Status
Not open for further replies.

Voidrunner's Codex

Remove ads

Top