Payn's Ponderings; System mastery and the concept of fair fight.

payn

Glory to Marik
Greetings,

Been kicking some things in my noodle for a bit here. The balance discussions has me thinking about play styles and interests. I noticed a few stark differences in some player motivations and expectation of play. I've been playing TTRPGs for a few decades now and noticed at least two differing motivational concepts in my gaming experiences. Let me note here that I am not making the case that these motivational subjects are opposed, or that can only exist singularly, many players such as myself are appealed by both concepts. Though, I know a few gamers who really operate largely under the assumption of one or the other. I am curious if other folks have noticed the same, and if they themselves have opinions on their own preferences?

The first, is the system master. Its no secret that 3E D&D was designed to offer unparalleled character customization, but the mechanics rewarded and punished choices with efficiency in game play as a result. Now, I know thats hotly debated on how intentional it is or not, im not looking to debate that specifically, but examine what it offers to players who favor it. Other examples in system mastery gaming include; collectible card games, video games (particularly MMOs), and wargames. The system master is drawn in by the complexities and the puzzle of building the right character, deck, force that can trump the game itself, fairly or not, based on the ruleset. Some system masters move from game to game trying to discover that master stroke before moving on to a new challenge. Others, like the challenge of shifting rulesets under updates, patches, and edition changes. They are in it for the long haul and pride themselves on being a true system master.

The second gaming motivation is the fair match play enthusiast. This is the player that likes a rules driven match that is balanced between opposing forces. Winning is all fair and good, but the fair match provides the basis of an enjoyable game experience. Mastering strategies within the equal bounds, creates a desireable experience. Examples includes classics such as chess, athletic sports, and Euro-board games. There is an emphasis on limiting asymetrical aspects of the game when possible to ensure fairness. The fair play enthusiast looks for a rules set that allows for predictable paramters, but with enough allowance for variance to keep each match interesting itself.

I've notice this for some time now, but recently some experiences have shown me just how stark the differences in expectations can be. I've been building a local Battletech scene here in the twin cities. If you are not familiar, it is a wargame with several decades of rules to its name. Each era, or period within the setting, brings in new technology and possible force units. It's modular in nature, even if its not exactly clear about that fact in the rule books. One player, I'll call him Sandy, is a deep system mastery driven player. He is a walking encyclopedia of rules mechanics blended with narrative flavor. He prides him self on latest, most compelx, force building in BT. Many folks are not up to that level of play, so we often limit the complexity era as a means to deliver a more fair match based on player experience. The tighter we grip on the reigns, the less interested Sandy becomes. Eventually, certain game days and formats are just out right passed on becasue he cant deploy the system mastery tacctics he enjoys. To be fair to Sandy, when his trump cards fail or are coutnered, he takes it in stride and goes back to the drawing board. Some folks are not as mature about the process.

Now relating it back to TTRPGs, you can usually tell a person's primary interest based on their attention to rules as written (RAW) vs rules as intended (RAI). A good example is the weapon lance in 3E/PF1. The rule book notes a lance is a two handed weapon, unless the character is on a mount. A reasonable interpretation is that the off hand is steering the horse. However, a strict RAW reading indicates its possible to dual wield lances while mounted. A fair match player is going to look at the intention and realize the benefit here is an undue advantage and shouldnt be leveraged. A deeply invested system master might stick to that favorable intrepretation at least until they have a clarification from an authoritative source, errata, etc..

I think the balance bewteen the two conepts is an itneresting one. I think the nuance of system mastery is appealing. It can give a game longer legs at the table than an otherwise simpler offering. Although, in an RPG is it ever really a fair match? The PCs are expected to win most, if not all, of the encoutners. A GM can, at any time, make rocks fall and the characters die. So, the expectation of a fair match is largely illusuary or at best horseshoes and hand gernades. However, is playing with a trump card all that interesting in the long haul? These are questions that designers and players have been grappling with for quite some time.

TL: DR Folks are drawn into RPGs by system mastery and/or the concept of a fair match. Some lean heavily on one or the other. How about you?
 

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I like to min max to make an effective PC, but I don't obsess over it.

A fair match is fine, but a GM should focus on the world and the story, and put "realistic" encounters where they "should" go. (e.g. put the lich on the bottom level and the giant rats on the 1st level)

If the players find a hidden passageway to the bottom level and encounter the lich, they should have the common sense to run.

But 5E seems to have this pervasive concept of fairness (in all encounters), and for me at least, it's not a priority.

For example, my 2nd level players encountered a young green dragon. They had an opportunity to run, but they jumped into the fight (because of the presumption of fairness and balance). It didn't end well.
 

Greetings,

Been kicking some things in my noodle for a bit here. The balance discussions has me thinking about play styles and interests. I noticed a few stark differences in some player motivations and expectation of play. I've been playing TTRPGs for a few decades now and noticed at least two differing motivational concepts in my gaming experiences. Let me note here that I am not making the case that these motivational subjects are opposed, or that can only exist singularly, many players such as myself are appealed by both concepts. Though, I know a few gamers who really operate largely under the assumption of one or the other. I am curious if other folks have noticed the same, and if they themselves have opinions on their own preferences?

The first, is the system master. Its no secret that 3E D&D was designed to offer unparalleled character customization, but the mechanics rewarded and punished choices with efficiency in game play as a result. Now, I know thats hotly debated on how intentional it is or not, im not looking to debate that specifically, but examine what it offers to players who favor it. Other examples in system mastery gaming include; collectible card games, video games (particularly MMOs), and wargames. The system master is drawn in by the complexities and the puzzle of building the right character, deck, force that can trump the game itself, fairly or not, based on the ruleset. Some system masters move from game to game trying to discover that master stroke before moving on to a new challenge. Others, like the challenge of shifting rulesets under updates, patches, and edition changes. They are in it for the long haul and pride themselves on being a true system master.

The second gaming motivation is the fair match play enthusiast. This is the player that likes a rules driven match that is balanced between opposing forces. Winning is all fair and good, but the fair match provides the basis of an enjoyable game experience. Mastering strategies within the equal bounds, creates a desireable experience. Examples includes classics such as chess, athletic sports, and Euro-board games. There is an emphasis on limiting asymetrical aspects of the game when possible to ensure fairness. The fair play enthusiast looks for a rules set that allows for predictable paramters, but with enough allowance for variance to keep each match interesting itself.

I've notice this for some time now, but recently some experiences have shown me just how stark the differences in expectations can be. I've been building a local Battletech scene here in the twin cities. If you are not familiar, it is a wargame with several decades of rules to its name. Each era, or period within the setting, brings in new technology and possible force units. It's modular in nature, even if its not exactly clear about that fact in the rule books. One player, I'll call him Sandy, is a deep system mastery driven player. He is a walking encyclopedia of rules mechanics blended with narrative flavor. He prides him self on latest, most compelx, force building in BT. Many folks are not up to that level of play, so we often limit the complexity era as a means to deliver a more fair match based on player experience. The tighter we grip on the reigns, the less interested Sandy becomes. Eventually, certain game days and formats are just out right passed on becasue he cant deploy the system mastery tacctics he enjoys. To be fair to Sandy, when his trump cards fail or are coutnered, he takes it in stride and goes back to the drawing board. Some folks are not as mature about the process.

Now relating it back to TTRPGs, you can usually tell a person's primary interest based on their attention to rules as written (RAW) vs rules as intended (RAI). A good example is the weapon lance in 3E/PF1. The rule book notes a lance is a two handed weapon, unless the character is on a mount. A reasonable interpretation is that the off hand is steering the horse. However, a strict RAW reading indicates its possible to dual wield lances while mounted. A fair match player is going to look at the intention and realize the benefit here is an undue advantage and shouldnt be leveraged. A deeply invested system master might stick to that favorable intrepretation at least until they have a clarification from an authoritative source, errata, etc..

I think the balance bewteen the two conepts is an itneresting one. I think the nuance of system mastery is appealing. It can give a game longer legs at the table than an otherwise simpler offering. Although, in an RPG is it ever really a fair match? The PCs are expected to win most, if not all, of the encoutners. A GM can, at any time, make rocks fall and the characters die. So, the expectation of a fair match is largely illusuary or at best horseshoes and hand gernades. However, is playing with a trump card all that interesting in the long haul? These are questions that designers and players have been grappling with for quite some time.

TL: DR Folks are drawn into RPGs by system mastery and/or the concept of a fair match. Some lean heavily on one or the other. How about you?
My interest in gaming is setting consistency and verisimilitude. If the rules are designed with an eye to that, I'm happy to lean into system mastery, because it still makes logical sense in the setting. If the rules are more concerned with other things, like mechanical balance or narrative flow/story beats, then my thoughts are going to lean into setting fidelity over what the rules let me get away with.
 

I like to min max to make an effective PC, but I don't obsess over it.

A fair match is fine, but a GM should focus on the world and the story, and put "realistic" encounters where they "should" go. (e.g. put the lich on the bottom level and the giant rats on the 1st level)

If the players find a hidden passageway to the bottom level and encounter the lich, they should have the common sense to run.

But 5E seems to have this pervasive concept of fairness (in all encounters), and for me at least, it's not a priority.
I dont really understand this. Any edition, including 5E, allows you to put a lich in front of 1st level PCs. There isnt anything (that I have read) that indicates every match must be fair for the PCs specifically in 5E DMG. I think folks have defaulted to the popular notion that randomly running into a lich and getting TPK'd isnt all that satisfying. That random play has gone out of style and that a GM ought to signpost such world and story driven "realistic" encoutners being where they "should" be.

In my experience, GMs have a habit of using their own knowledge of the adventure and world as a baseline that the players simply dont have. YMMV.
 

TL: DR Folks are drawn into RPGs by system mastery and/or the concept of a fair match. Some lean heavily on one or the other. How about you?
Some people are drawn in by the system itself, sure. By no means most; certainly not all. It's one of at least a half-dozen (if not full dozen) reasons people get into and stay with RPGs.

I think a better term for "fair match" is sportsmanship. There's a distinct lack of it in RPGs in my experience. Simply look at all the posts about ridiculous readings of the rules to leverage ridiculously busted character builds.

I would say they're oppositional forces and preferences. One among several spectrums of player preferences and styles of play.
 

For me, I feel I have a decent system mastery of the games I play.

I personally don't enjoy min maxing. I will, for instance, if the game is set up as some kind of survival/no punches pulled scenario, but even then, I play a support role. I don't mean a cleric, for example, but rather I fill whatever position is needed/play the skill monkey to let other play whatever they choose.

I find this difficult with groups of players with experience that I don't know, because sometimes it seems that is a common attitude to have - to pick last, and fill out the position needed.

I think that's what I find enjoyable also about games like Traveller or Twilight 2000 (which I've just gotten to try the most recent edition) - there are no classes, and generally, most basic skills overlap
 

Now relating it back to TTRPGs, you can usually tell a person's primary interest based on their attention to rules as written (RAW) vs rules as intended (RAI). A good example is the weapon lance in 3E/PF1. The rule book notes a lance is a two handed weapon, unless the character is on a mount. A reasonable interpretation is that the off hand is steering the horse. However, a strict RAW reading indicates its possible to dual wield lances while mounted. A fair match player is going to look at the intention and realize the benefit here is an undue advantage and shouldnt be leveraged. A deeply invested system master might stick to that favorable intrepretation at least until they have a clarification from an authoritative source, errata, etc..
I think there's a third path here as well, or maybe a concern that potential overlaps both the Fair Play enthusiast as well as the System Mastery Squeezer. And that's respecting the genre. It may be that the rules imply a pair of lances could be wielded by a mounted combatant, but for the genre enthusiast, whether technically legal or not, it's effing stupid!... ahem, doesn't fit the genre of fantasy knights and other adventurers. That could overlap both types of players in the sense that they're not eschewing the dual lances for fair and balanced matches so much as they think it's just dumb to contemplate.
 

I think there's a third path here as well, or maybe a concern that potential overlaps both the Fair Play enthusiast as well as the System Mastery Squeezer. And that's respecting the genre. It may be that the rules imply a pair of lances could be wielded by a mounted combatant, but for the genre enthusiast, whether technically legal or not, it's effing stupid!... ahem, doesn't fit the genre of fantasy knights and other adventurers. That could overlap both types of players in the sense that they're not eschewing the dual lances for fair and balanced matches so much as they think it's just dumb to contemplate.
Oh absolutely. I think there is a narrative piece to it as well. If its some fantasy setting where dual wielding lances on horseback is a thing, then the rules should support it. Firearms are often in the realm of should they be or should they not be? Though, some system mastery squeezers, as you put it, dont often care about the narrative fit or not. Its about squeezing out an advantage. Some folks care about all these things and mange to a best compromise that can be found.
 

The system master is drawn in by the complexities and the puzzle of building the right character, deck, force that can trump the game itself, fairly or not, based on the ruleset
The fair play enthusiast looks for a rules set that allows for predictable parameters, but with enough allowance for variance to keep each match interesting itself.
I find it a bit hard to place myself or the people I play with in either of these camps -- even when I think of games that are really rule-focused like D&D4E. I knew people who were in the "fairly or not" system mastery camp -- who would worship tempus just for the associated feat, build a frost cheese character, use the stupid dice, etc. But there were many more people who wanted system mastery simply for the pure fun of playing with builds. Their goals was not to try and win the game, but to explore rules.

So I played a very drow-y drow, using system mastery, but with the intention of being as archetypal as possible (aside -- surprisingly effective, multiclassing and hybriding bard/rogue/assassin and taking all the drow feats I could). Other friends had a pixie barbarian, or a character trying hard to make a "throw and charge" build work (spoiler: it was only ok). And I played a character for a while for which my son picked the two least complementary classes (That was hard to make work well and ended up a bit boring)

The second class doesn't work because the fun of the build is to be surprised. I was very surprised at how effective the pure drow build was, and how you could build a pixie barbarian to ride on, and gain cover from, a party member to be actually pretty competitive.

Maybe it was very specific to 4E, which had so many options and was more rule-focused than any other RPG I have played (and I ran Rolemaster for 4 years), but I think the category of people who want system mastery just for the pure fun of making cool use of the rules is one that needs to be added to this pair.
 

When the fight is fair, you didn't prepare.
Johnny Cochrane, cementing his grognard status.


Ahem. Anyway, I used to be really into system mastery when I started out. Now? I just want to have fun. I am not particularly interested in either fair fights (since that means that I didn't do enough to get the odds in my favor) nor in optimization, but in playing and interesting moments. But I can appreciate those who do love that, since I used to appreciate it more.
 

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