D&D 4E Ron Edwards on D&D 4e

Campbell

Relaxed Intensity
I think Sorcerer in particular was highly influential. Things like binding social mechanics, our understanding of scene framing in RPGs, playing to find out what happens, emotional safety and consent in gaming, et. al. Sorcerer was in many ways the mothership. I know @pemerton might disagree with me, but I think the text of Sorcerer, Shadow Over Yesterday, and Dogs in the Vineyard probably do a better job of laying out Story Now play than the essays ever did.

Not that these ideas would never have permeated otherwise.
 

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pemerton

Legend
I skimmed the campaign doc, and then the comments on the page.

What struck me in the campaign doc was his emphasis on players controlling the pacing of resting, with the GM responding by using the "snooze" time to advance antagonism in the setting. This reminds me of Burning Wheel. In my 4e play, generally I would use my control over scene-framing to push the players to the last surge and hp (and poke fun at them if they couldn't hack it!) We generally had one or two extended rests per level.

I very much agreed with this comment from Ron in the comments (I posted something similar in the "D&D combat is fictionless" thread), talking about not just similarities of 4e to Champions and RQ, but also differences:

one of the most serious [differences]: breaking up the "freeze-frame" effect of waiting for one's turn. In a lot of ways, the initiative results, for example, are there to be messed with, not there as concrete shoes. It's going to take a little bit more, but maybe less than one might think, for the three of you to realize just how free this system can be in combat, and how you might have, for example, worked through the saving rolls in the latest fight (in the other post) more advantageously and in such a way that the role-playing was enhanced too.​

That fully fits my experience of 4e - no freeze-frame because of off-turn actions, readying and delaying; and the use of that to create synergies between tactics and expression of character.
 

pemerton

Legend
I think Sorcerer in particular was highly influential. Things like binding social mechanics, our understanding of scene framing in RPGs, playing to find out what happens, emotional safety and consent in gaming, et. al. Sorcerer was in many ways the mothership. I know @pemerton might disagree with me, but I think the text of Sorcerer, Shadow Over Yesterday, and Dogs in the Vineyard probably do a better job of laying out Story Now play than the essays ever did.

Not that these ideas would never have permeated otherwise.
Steel yourself: I don't own and have never read Sorcerer or SoY. So what I know about Sorcerer is second-hand, from posts about it and Edwards drawing on it in his essays.

I've read those essays a lot of times. Because they are very rich. I know I got only a tiny bit out of the total the first time I read them, but kept going back (and keep going back - the most recent bit of new insight I can think of is from the Story Now essay helping me reflect on some aspects of Prince Valiant). At the same time I read a few choice threads on the Forge, especially around scene-framing and allocations of authority. And Luke Crane's Burning Wheel books. And Maelstrom Storytelling and HeroWars/Quest (HeroWars I found near-impenetrable when I first bought and read it in the early 2000s - Edwards and also some rpg.net reviews helped me make sense of it. I picked up Maelstrom Storytelling on a second-hand shelf at Mind Games, Melbourne because I knew Edwards referenced it and rated it highly. It helped me think about how to run skill challenges.) And then Vincent Baker's blog.

By the time I read DitV or AW I think I already new what to expect. But AW in particular rewards reading and re-reading too, to try and get a handle on the subtleties of its allocations of authority. And as you know it's had a big influence on how I'm running Classic Traveller (without having to actually depart from the PC gen or resolution mechanics of Classic Traveller, and even using most of its setting-generation mechanics).

When I think of The Forge I think of Edwards, Baker, Czege and to a lesser extent Luke Crane. (That's not to downplay other participants, including Mearls - these are just the ones who have had an impact on me.) And they're RPG design geniuses.
 

Umbran

Mod Squad
Staff member
Supporter
It's possible that the influence of the impressionists (just to pick one school) doesn't tell us anything about whether their aesthetic theories had merit. But it's not self-evident.

Yep. What has merit in and of itself, and what is influential to various groups, are often nearly orthogonal.

Central to Edwards' analysis of RPGing is who gets to decide what about the fiction, by reference to what principles? And then to build ideal types of the play experiences that will result from those differences. I don't think that the passage of time has reduced the utility of such analysis.

To each their own. I think Edwards' drive to ideal was a flaw, not a feature. That focus on ideal, on purity... tended to lead his discourse to the puritanical and dogmatic. And that leads to things like the "brain damage" comment, among other pretty judgemental things to come out of that space.

Overall, I find most of Edwards' thoughts to lack empirical grounding, that led to many inaccuracies in his writings.
 

Aldarc

Legend
There is a point to consider, though - the fact that Edwards and The Forge influenced thinking, and from that thinking there came some good products and designs does not mean that Edwards or the Forge... were ever correct about much.

For analogy, I will raise the ever-controversial H.P. Lovecraft. Setting aside his problematic aspects, there's also the inescapable point that... his prose wasn't actually very good! It's kind of dry and plodding, to be honest, and not terribly scary. But, there are things in there that, filtered through better authors, can turn into something good.

I find Edwards to be much the same. At this point, the work influenced by him, but done by others, is far more valuable and instructive than his own work and writings are directly.

In the end, if we are to look at Edwards' legacy, his theories and designs are (to my mind) much less important than the movement for independent publishing that he spawned.
I would potentially go with a comparison to Sigmund Freud and Carl Jung. Both highly influential historically within the field of psychology and psycho-analysis, but also their ideas are mostly discredited by people who have moved on to newer, more grounded models.
 

pemerton

Legend
To each their own. I think Edwards' drive to ideal was a flaw, not a feature. That focus on ideal, on purity... tended to lead his discourse to the puritanical and dogmatic. And that leads to things like the "brain damage" comment, among other pretty judgemental things to come out of that space.

Overall, I find most of Edwards' thoughts to lack empirical grounding, that led to many inaccuracies in his writings.
Am I right in thinking that you're trained in the physical but not the social sciences?

Ideal type methodology - most famously articulated by Max Weber - is a pretty standard analytical tool. It rests very deeply on empirical grounding. (But not normally on counting.) If you want to see fine-grained analysis of the empirical details of play - who said what when, motivated by what considerations and conforming to what principles - there is no going past Forge actual play threads. And Edwards' essays are informed by a deep familiarity with a very wide variety of RPGs. This is the empirical basis for conjecturing ideal types for RPG play.
 

pemerton

Legend
I would potentially go with a comparison to Sigmund Freud and Carl Jung. Both highly influential historically within the field of psychology and psycho-analysis, but also their ideas are mostly discredited by people who have moved on to newer, more grounded models.
Whereas I would go for Nietzsche or Weber - classical thinkers whose ideas have enduring relevance and continue to exhibit tremendous explanatory and interpretive power.
 

pemerton

Legend
Where would something like player-driven hexcrawls fit in? My assumption is "story after" as there's not necessarily anything approaching a pre-written plot, though the world is filled with hooks (story before), but your description of "story now" seems to mostly mean a combination of player-driven and play itself being shaped like a story. But those aren't identical. You can have player-driven games that don't look like a story during play.
Yes, there can be player-driven game that don't look like a story during play.

Classic dungeon-crawling along the lines advocated by Gygax in his PHB, or Moldvay in his Basic rules, would be examples. This is very close to wargaming, and would typically be "story after". The more the GM pushes the "hook" to the fore, such that the player are following the GM's lead rather than making their own choices about exploration, the more the game shifts to "story before". In the publishing history of D&D, I think that shift begins somewhere in the early-to-mid 80s and is fully entrenched by the 2nd ed AD&D era.

Hexcrawls are in principle similar to dungeon-crawling. I have my own doubts (influenced by a mix of experience and Luke Crane's analysis) about the extent to which they can be genuinely player-driven, because the scope of the fiction becomes so large so quickly thereby shifting the outcomes onto GM decision or random tables, but that's a separate matter.

So it's player-driven. But then what about the "shaped like a story" aspect? Something like HeroQuest 2 with its pass/fail cycle seems like it's infinitely closer to "story now" than 4E.
I don't know how much 4e experience you have.

Combat in 4e works on a conflict => rising action => climax => (typically, given the maths of the system, and assuming reasonably skilled play) PC victory. This is achieved by the asymmetry of PC and NPC/creature build: the latter have more hit points, and generally hit harder with their at-wills; which puts the PCs on the ropes; but effective play will allow the players to draw on their much greater depth of mechanical resources (including unlocking healing surges) and to deploy their encounter and/or daily powers effectively, which - if it all goes to plan - will yield a rally and a victory.

In my experience it's very reliable. and very engaging because the permutations of challenge and the details of resolution are different each time even if the player resources suites are relatively constant from combat to combat. (And of course the story significance/stakes of the fight change from combat to combat too; but in this post I'm focusing mostly on structure.)

Skill challenges are not as finely tuned in their maths as combats. But the basic logic produces the same story structure: the PCs can't succeed until the players achieve N successes; which means that even setting to one side failed checks, the GM is obliged to keep the scene alive by narrating new obstacles/opposition/complications that will prompt checks, until the final success is achieved. And this produces conflict => rising action => climax (the final success is needed; it's even better if this comes up with two fails in place, so it all turns on that last moment!) => resolution.

I remember reading a post, I guess over 10 years ago now, on rpg.net by Sergio Mascarenhas that criticised 4e D&D for being so convoluted (in terms of its use of levels, and rest cycles, and healing surges, and everything else) to achieve the same sort of pacing outcome as HeroQuest revised. But it does do it.

That seems to be mostly a function of the player rather than the character class.

Don't all games?
My reply to these is much the same. No, not all games give players the mechanical resources to proactively engage the fiction. For instance, if you give me a 2nd ed AD&D PC sheet and frame me into an urban intrigue game, I have few or no resources to proactively engage that fiction unless I'm (say) a MU/thief with a good suite of illusion and charm-type spells. If I'm a fighter, or a blaster-type MU, or a heal-y/bless-y cleric, I can do very little except say what my PC does and wonder how the GM will adjudicate it.

Archer rangers in 4e, in my view, have the same issue: they are really good at Twin Striking but don't bring much else to the table. Our archer-ranger player rebuilt his PC as a hybrid cleric as soon as the PHB 3 came out (I think around 6th level) - he called it "Operation Have My Character Do Something Other Than Twin Strike". By having the suite of leader and controller-type abilities that a hybrid cleric brings he was able to put his PC much more front and centre in taking charge of the fiction and doing interesting things with it.

Supports, but is not limited to.

Necessary, yes. But not sufficient.
I'm not 100% sure what points you're making here. I don't know of any scene-framed RPG that is not oriented towards "story now" play, and that doesn't at least aspire - via its framing principles and resolution system - to produce rising action => climax => resolution, with the whole thing meant to have some sort of thematic heft beyond just will we get the macgufffin?

Huh. That's absolutely not my experience with 4E. 4E permitted those things...if the DM chose to run the game that way. But they were presented alongside the quite standard DM-driven stuff.
Player-authored quests are put forward as the ideal in both the PHB and DMG. Magic item wishlists are put forward as the ideal in the DMG.

I know there was a huge pushback against these things - it's "player entitlement" for the game to be about player-authored priorities rather than GM-authored ones - and the DMG's language was also halting in places ("try not to say no", "say yes as often as you can") rather than stating things forthrightly like Vincent Baker does in Apocalypse World or Luke Crane does in Burning Wheel.

I'm sure plenty of GMs ran bog-standard railroads using the 4e combat resolution framework (but probably not skill challenges as the predominant mode of non-combat resolution). I've also read accounts of people running DW essentially like a 2nd ed AD&D game.

So if I'm reading the thesis correctly, it's more that 4E had elements that could be used to play in a "story now" fashion. Not necessarily that it was a "story now" game by design or even that it necessarily played that way.
Well, nothing necessarily plays any particular way. See my remark just above about DW. Or consider Ron Edwards on The Riddle of Steel:

Reward systems generate value systems. In role-playing, reward systems are usually expressed through increased effectiveness and in some cases increased "author power," or ability to influence the game thematically through the character's actions. In The Riddle of Steel, these elements of design aim unerringly toward one thing: the character as a philosophical statement and the insistence that playing the game should be about something. The rhetoric of character creation, scenario design, and other mechanics aspects of the game all say this, throughout the book, but as I say, the meat is in the mechanics of the reward system, and here's where the game really shines. It's all in what are called the Spiritual Attributes, which are discussed in some detail later in the review. For now, I cite The Riddle of Steel as perhaps the best example ever published of hard-core Narrativist design that uses Simulationism, sub-set "realism" as an auxiliary motor to support the primary goal. . . .

One concern that faces such a game is in hooking the wrong fish - that is, if a person is drawn to the game due to its realistic, gritty, gut-ripping combat as a first priority, then they may discover that in application, some "other thing" is going on. Jake Norwood is quite blunt about this and considers it a feature rather than a bug. Basically, he has no sympathy: such a person adapts to the thematic goals of play or stops playing, because his character keeps getting maimed. (I kinda like this attitude, as it matches my own regarding people who are flummoxed by certain features of Sorcerer.) Another functional solution, of course, is Simulationist Drift, and some evidence on the forums suggests that a certain subset of TROS fans have already headed in that direction.​

As far as design is concerned, Rob Heinsoo in a pre-release interview talked about indie-game influence and in my view it is obvious in the design. I'm not going to say that I predicted every design nuance, but nothing in the final package surprised me given what was being said in the lead-up period: skill challenges are not just 3E-era "complex skill checks" but are rather closed scene resolution in the same sense as a HeroWars/Quest extended contest or Maelstrom Storytelling scene resolution; the combat framework doubles down on every bit of classic D&D fortunte-in-the-middle (hp, defences, etc) but also gives the players all these proactive capabilities that historically were the prerogative of a certain sort of spell caster; and the use of the encounter paradigm for durations, recovery, etc supports scene-framed play in a way that no prior edition of D&D had done. I don't think those features were coincidence.

And as far as the stakes/thematic stuff is concerned, I know it's not coincidence because they explained it all in the preview Worlds & Monsters book, which in my view is very strong: it ought to have been largely reproduced in the DMG, probably replacing its pretty hopeless advice on adventure design and instead offering an excellent complement to the DMG's very strong technical advice (but no story/theme advice) on combat encounter design.
 

Yes, there can be player-driven game that don't look like a story during play.

Classic dungeon-crawling along the lines advocated by Gygax in his PHB, or Moldvay in his Basic rules, would be examples. This is very close to wargaming, and would typically be "story after". The more the GM pushes the "hook" to the fore, such that the player are following the GM's lead rather than making their own choices about exploration, the more the game shifts to "story before". In the publishing history of D&D, I think that shift begins somewhere in the early-to-mid 80s and is fully entrenched by the 2nd ed AD&D era.

Hexcrawls are in principle similar to dungeon-crawling. I have my own doubts (influenced by a mix of experience and Luke Crane's analysis) about the extent to which they can be genuinely player-driven, because the scope of the fiction becomes so large so quickly thereby shifting the outcomes onto GM decision or random tables, but that's a separate matter.


I don't know how much 4e experience you have.

Combat in 4e works on a conflict => rising action => climax => (typically, given the maths of the system, and assuming reasonably skilled play) PC victory. This is achieved by the asymmetry of PC and NPC/creature build: the latter have more hit points, and generally hit harder with their at-wills; which puts the PCs on the ropes; but effective play will allow the players to draw on their much greater depth of mechanical resources (including unlocking healing surges) and to deploy their encounter and/or daily powers effectively, which - if it all goes to plan - will yield a rally and a victory.

In my experience it's very reliable. and very engaging because the permutations of challenge and the details of resolution are different each time even if the player resources suites are relatively constant from combat to combat. (And of course the story significance/stakes of the fight change from combat to combat too; but in this post I'm focusing mostly on structure.)

Skill challenges are not as finely tuned in their maths as combats. But the basic logic produces the same story structure: the PCs can't succeed until the players achieve N successes; which means that even setting to one side failed checks, the GM is obliged to keep the scene alive by narrating new obstacles/opposition/complications that will prompt checks, until the final success is achieved. And this produces conflict => rising action => climax (the final success is needed; it's even better if this comes up with two fails in place, so it all turns on that last moment!) => resolution.

I remember reading a post, I guess over 10 years ago now, on rpg.net by Sergio Mascarenhas that criticised 4e D&D for being so convoluted (in terms of its use of levels, and rest cycles, and healing surges, and everything else) to achieve the same sort of pacing outcome as HeroQuest revised. But it does do it.


My reply to these is much the same. No, not all games give players the mechanical resources to proactively engage the fiction. For instance, if you give me a 2nd ed AD&D PC sheet and frame me into an urban intrigue game, I have few or no resources to proactively engage that fiction unless I'm (say) a MU/thief with a good suite of illusion and charm-type spells. If I'm a fighter, or a blaster-type MU, or a heal-y/bless-y cleric, I can do very little except say what my PC does and wonder how the GM will adjudicate it.

Archer rangers in 4e, in my view, have the same issue: they are really good at Twin Striking but don't bring much else to the table. Our archer-ranger player rebuilt his PC as a hybrid cleric as soon as the PHB 3 came out (I think around 6th level) - he called it "Operation Have My Character Do Something Other Than Twin Strike". By having the suite of leader and controller-type abilities that a hybrid cleric brings he was able to put his PC much more front and centre in taking charge of the fiction and doing interesting things with it.


I'm not 100% sure what points you're making here. I don't know of any scene-framed RPG that is not oriented towards "story now" play, and that doesn't at least aspire - via its framing principles and resolution system - to produce rising action => climax => resolution, with the whole thing meant to have some sort of thematic heft beyond just will we get the macgufffin?


Player-authored quests are put forward as the ideal in both the PHB and DMG. Magic item wishlists are put forward as the ideal in the DMG.

I know there was a huge pushback against these things - it's "player entitlement" for the game to be about player-authored priorities rather than GM-authored ones - and the DMG's language was also halting in places ("try not to say no", "say yes as often as you can") rather than stating things forthrightly like Vincent Baker does in Apocalypse World or Luke Crane does in Burning Wheel.

I'm sure plenty of GMs ran bog-standard railroads using the 4e combat resolution framework (but probably not skill challenges as the predominant mode of non-combat resolution). I've also read accounts of people running DW essentially like a 2nd ed AD&D game.


Well, nothing necessarily plays any particular way. See my remark just above about DW. Or consider Ron Edwards on The Riddle of Steel:

Reward systems generate value systems. In role-playing, reward systems are usually expressed through increased effectiveness and in some cases increased "author power," or ability to influence the game thematically through the character's actions. In The Riddle of Steel, these elements of design aim unerringly toward one thing: the character as a philosophical statement and the insistence that playing the game should be about something. The rhetoric of character creation, scenario design, and other mechanics aspects of the game all say this, throughout the book, but as I say, the meat is in the mechanics of the reward system, and here's where the game really shines. It's all in what are called the Spiritual Attributes, which are discussed in some detail later in the review. For now, I cite The Riddle of Steel as perhaps the best example ever published of hard-core Narrativist design that uses Simulationism, sub-set "realism" as an auxiliary motor to support the primary goal. . . .​
One concern that faces such a game is in hooking the wrong fish - that is, if a person is drawn to the game due to its realistic, gritty, gut-ripping combat as a first priority, then they may discover that in application, some "other thing" is going on. Jake Norwood is quite blunt about this and considers it a feature rather than a bug. Basically, he has no sympathy: such a person adapts to the thematic goals of play or stops playing, because his character keeps getting maimed. (I kinda like this attitude, as it matches my own regarding people who are flummoxed by certain features of Sorcerer.) Another functional solution, of course, is Simulationist Drift, and some evidence on the forums suggests that a certain subset of TROS fans have already headed in that direction.​

As far as design is concerned, Rob Heinsoo in a pre-release interview talked about indie-game influence and in my view it is obvious in the design. I'm not going to say that I predicted every design nuance, but nothing in the final package surprised me given what was being said in the lead-up period: skill challenges are not just 3E-era "complex skill checks" but are rather closed scene resolution in the same sense as a HeroWars/Quest extended contest or Maelstrom Storytelling scene resolution; the combat framework doubles down on every bit of classic D&D fortunte-in-the-middle (hp, defences, etc) but also gives the players all these proactive capabilities that historically were the prerogative of a certain sort of spell caster; and the use of the encounter paradigm for durations, recovery, etc supports scene-framed play in a way that no prior edition of D&D had done. I don't think those features were coincidence.

And as far as the stakes/thematic stuff is concerned, I know it's not coincidence because they explained it all in the preview Worlds & Monsters book, which in my view is very strong: it ought to have been largely reproduced in the DMG, probably replacing its pretty hopeless advice on adventure design and instead offering an excellent complement to the DMG's very strong technical advice (but no story/theme advice) on combat encounter design.
@EzekielRaiden talks a bit about it in the thread that he links earlier. Not to steal his thunder, but he gets to the heart of it there: the big difference is that healing surges are a pacing mechanic in 4e. Healing surges capped healing abilities, and they were also used to power some magic items and rituals.

So imagine if we were playing D&D 5e and the cleric casts Healing Word on you. What happens? The cleric player rolls 1d4 + their character's spellcasting modifier. If we were playing D&D 4e and the cleric casts Healing Word, the other player would (optionally) spend one of their healing surges and gain an additional 1d6 HP. Your healing surges were not based on how many HD your character had, but, rather, were determined by class: e.g., Cleric (7 + Con modifier per day), Fighter (9 + Con modifier per day), Wizard (6 + Con modifier per day), etc. So effectively, healing surges were both a pacing mechanic and a way for healing to be relative to the target's total HP value.

Pulling together a couple posts from different threads...

I've often heard people online who are defenders of 4e say that it should have been called "dnd tactics," or that the combat focus of the game made it the one most true to the wargaming roots of the hobby. Do you all agree with that?

From your description, it seems the game is not about combat per se, but about putting emphasis on the encounter as a means of pacing a narrative and creating distinct scenes within that narrative. Skill challenges, whether well-implemented or not, similarly seem to be a way to take free play make it into a more structured scene. If this is the case, I have two questions:

1. what is the relationship of what happens inside of initiative order and what happens outside of initiative, especially as compared to, say, AD&D or basic? For example, if I'm thinking of creating a player driven sandbox in AD&D, a lot of the player agency takes place outside of initiative, sometimes using a subsystem designed or heavily modified by the DM (spell research, questing for a magic item, training, random shenanigans, gen exploration, etc). From that perspective, a game that places a focus on the encounter while also heavily defining what a character can do within the encounter seems to be not player-focused, and yet you are saying that it is. (note: I'm not saying one or the other is good for roleplaying, but trying to understand what exactly hinges on rolling initiative and being in vs out of an encounter).

1a. To take a specific example, the Dragonlance modules are lambasted for being railroads because the attempt to create a paced, high fantasy epic clashes with the AD&D's focus on picaresque freeplay. Would these type of modules feel more natural in 4e, where each bit of narrative could be treated as an encounter/scene?

2. How does the encounter-as-scene dynamic of 4e compare with explicit storygames (let's say Dungeon World as a good fantasy comp)? It would seem that there might be some similarities, but dungeon world goes the other way and gets rid of initiative all together. Similarly, DW encourages us to "draw maps, leave blanks," as a way of keeping the story-now focus; would 4e work with this same advice?
 

EzekielRaiden

Follower of the Way
I've often heard people online who are defenders of 4e say that it should have been called "dnd tactics," or that the combat focus of the game made it the one most true to the wargaming roots of the hobby. Do you all agree with that?
You didn't quote me, but I'll weigh in on this too (since I was mentioned in one of those posts). Personally, I find this label somewhat derogatory. To resurrect an old meme, it feels like being told, "You are on this council, but we do not grant you the rank of Master." Sure, sure, 4e is a game people can play, but it's not proper D&D, it's a tactical subgame.

I also dispute that 4e was as combat focused as people claim. Yes, combat was important--but combat has been a central focus of every edition, including 5e. (E.g., subclasses like Battlemaster and, especially, Champion cannot "keep up" with the contributions of other classes unless they get at least 6 combat encounters per day; anything less and classes like Paladin are simply superior, having equal combat capacity while still having spells for utility that those subclasses can't match.) 4e included mechanics for things that were essentially unrelated to combat, like Skill Challenges (which are oft-maligned but actually really cool if used wisely) and player-driven quests.

Yes, 4e strove to offer a balanced combat system. For my part, that meant I personally could focus less on combat, because I could gauge with reasonable confidence what things were strong vs weak, what things were wise vs unwise, etc. I could stop worrying that I wasn't pulling my weight, and could thus put much more of my attention on enjoying the narrative and investigating the world. I didn't need to be constantly vigilant for stupid pitfalls or rookie mistakes.

From your description, it seems the game is not about combat per se, but about putting emphasis on the encounter as a means of pacing a narrative and creating distinct scenes within that narrative. Skill challenges, whether well-implemented or not, similarly seem to be a way to take free play make it into a more structured scene.
Yeah, I would agree with that. SCs, as noted, are often rather crapped on, when they can actually be quite good...they just weren't explained very well (and sometimes very poorly), and the examples were often lackluster or even bad, especially in the adventure modules/paths.

If this is the case, I have two questions:

1. what is the relationship of what happens inside of initiative order and what happens outside of initiative, especially as compared to, say, AD&D or basic? For example, if I'm thinking of creating a player driven sandbox in AD&D, a lot of the player agency takes place outside of initiative, sometimes using a subsystem designed or heavily modified by the DM (spell research, questing for a magic item, training, random shenanigans, gen exploration, etc). From that perspective, a game that places a focus on the encounter while also heavily defining what a character can do within the encounter seems to be not player-focused, and yet you are saying that it is. (note: I'm not saying one or the other is good for roleplaying, but trying to understand what exactly hinges on rolling initiative and being in vs out of an encounter).
Originally, I wrote up a bunch about Skill Challenges, but maybe that's premature. I think you have a somewhat mistaken understanding of what 4e was trying to do. It is not trying to make all situations into well-defined encounters; instead, it equips the DM with well-made tools for situations that work as well-defined encounters, while also providing other tools for these (as you put it) "outside of initiative" situations. Things like Page 42 (very rough gloss, "the page of numbers for adjudicating improvised things"), or "MM3 on a business card," or discussing player motivations so you can try to offer an experience everyone at the table can enjoy, even if their tastes aren't identical.

The relationship between "what happens outside initiative" and what happens "inside" it is...whatever makes sense. I know that's not much to go on, but...that's what it does. If it makes sense that something has changed about the encounter, 4e's monster-building tools (like the aforementioned "MM3 on a business card") help you to quickly alter an encounter and know pretty damn well exactly how much you've altered it. If it makes sense that a skill check the party needs to make has become more difficult, Page 42 tells you what numbers should, in general, be difficult for a character of a certain level, and does so fairly accurately. Etc. The world can, and should, respond to the behavior of the player characters; as a result, "outside initiative" actions as you call them are supported via flexible frameworks, rather than bullet-point-like rules, and "inside initiative" (rather, combat-specific) things are supported with relatively fast, transparent, understandable systems.

Part of the reason I keep putting quotes around "outside initiative" etc. is that Skill Challenges can be run either way--and I've enjoyed both types significantly. All depends on (again) whatever makes sense in-context. Is it more sensible that people sometimes act back-to-back? Is it more sensible that you should work through things in a singular order? Perhaps it's more reasonable this time to have popcorn initiative. It all depends.

As another example of the "inside"/"outside" relationship: 4e explicitly and heavily embraces resolving conflict without violence. It is explicit in the rules that if the party manages to get past a combat encounter without fighting, they should get just as much XP as they would have if they'd fought it. Perhaps they find a sneaky means of evading the fight while still doing what they intended, or they successfully persuade (whether via roleplay, discrete skill checks, or an SC) their opponents to let them do that thing, or maybe they expend resources in a clever way that obviates the need for the combat encounter--all of those things are awesome, and deserve just as much reward as going in swords blazing. There's also the heavily player-driven Quest stuff, where players are explicitly encouraged to work with the DM to develop goals (whether concrete or abstract) that their characters are driving toward, and to reward progress toward those goals with XP, items, money, etc.--again, whatever rewards make sense for the actions taken. Those Quests are, in principle, entirely "outside initiative," yet they often lead to various types of encounter that do trigger an initiative roll.

1a. To take a specific example, the Dragonlance modules are lambasted for being railroads because the attempt to create a paced, high fantasy epic clashes with the AD&D's focus on picaresque freeplay. Would these type of modules feel more natural in 4e, where each bit of narrative could be treated as an encounter/scene?
Possibly? 4e isn't going to turn a heavy railroad into a rich player-driven experience, no more than any other tabletop game can. But given 4e's focus on making scenes really work, and on giving useful improvisational tools for the connections between scenes, it's possible that the execution of a Dragonlance-style game could work better. I do know that, for example, the ENWorld-published adventure path Zeitgeist, which has a very strong narrative core to it, was extremely well-received and was originally written for 4e (with adaptations for Pathfinder and 5e produced later).

But I'd argue this is not really what 4e is "meant for," if that makes sense. As noted above, there seems to be a misconception here that 4e is about pre-figuring all of these scenes and events so that they will be pleasant to experience when they happen. It's rather more the reverse: arming the DM with fast, reliable tools so that when a "scene" makes sense, you can make the most of it, and when a "scene" doesn't make sense, you can confidently improvise forward.

2. How does the encounter-as-scene dynamic of 4e compare with explicit storygames (let's say Dungeon World as a good fantasy comp)? It would seem that there might be some similarities, but dungeon world goes the other way and gets rid of initiative all together. Similarly, DW encourages us to "draw maps, leave blanks," as a way of keeping the story-now focus; would 4e work with this same advice?
Having run DW for a few years now, I would say absolutely yes, you can run a 4e game that way. In some ways it will be more effort, because 4e is intentionally more mechanically-heavy and thus has more moving parts to consider. But in other ways it will be less effort, as you can "offload" most of the math concerns to the system, because the system works very well. It's far from perfect, to be sure, but it really does succeed far more often than it breaks down.

I mean, for example, Dungeon World expects you to do some prep work--one of your moves is "exploit your prep," after all--and that includes things like monsters you expect the party to run into, traps they may need to navigate, and people or situations that may complicate matters and require solutions. That's what 4e is doing with its "scenes"/encounters: preparing reliably functional combat encounters, environmental hazards, and other complications (social, magical, physical, whatever).

But those scenes don't exist in a vacuum, and they will usually not be jammed right up against one another with nothing between. (Sometimes they will, e.g. a "chase the bad guys across the city" Skill Challenge followed by a "fight against the bad guys" combat, but more often they won't.) The threads connecting between "set piece" content are for improvisation and extemporaneous play. It's sort of like a higher-level-abstraction version of DW's "start and end with the fiction" concept. The "improvisational" parts of 4e are where you start and end, but sometimes those improvisational parts trigger the "scenes" that 4e has rules for, just as DW has "the fiction" that sometimes triggers the "moves" that DW has rules for. Whenever you aren't in the "scenes," you return to the improvisation--and, yes, sometimes the improvisation will mean you have to edit, rework, or completely delete a scene you had prepared for, just as sometimes the fiction in DW will mean modifying or negating prep you've done.

As an example of this for DW: in the game I run, the players once completely outsmarted me, and turned what should've been a fairly epic fight into a sad-trombone non-event. They exploited an interaction I had failed to consider. I let them have it, even though I felt that was disappointing, out of respect for their cleverness. They still sometimes mention that fight, so I think I made the right call. As a 4e DM, you may be forced to do the same thing, reworking or even jettisoning a "scene" you prepared because it no longer makes sense. That's okay. The tools are meant to be sufficiently powerful, reliable, and quick (especially with the software tools) that you can adjust, remove, or replace as needed--and, as I mentioned above, overcoming a combat encounter without actually fighting explicitly gives the same XP as the fight itself would, so the players lose nothing for their cleverness, pacifism, or whatever else.
 

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