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D&D 4E 4e Monster List - Dwarven Nosepicker & Elven Butt Scratcher

Dausuul

Legend
pemerton said:
I sometimes wonder how uniform these expectations are. If WoTC have decided there is a market for a narrativist-leaning version of D&D, do you think they're doing it in ignorance/error? That is possible - but I think they might think that Ron Edwards is right, and that there is in fact more demand for non-simulationist gaming than many mainstream RPGs have traditionally catered to.

Honestly, I don't think WotC subscribes to the Ron Edwards school of thought at all. I'm sure they're familiar with his ideas, but that doesn't mean they agree with them.

My sense is that WotC's approach to improving the game is much more hands-on and experience-driven; they sit down and say, "What specific things do people enjoy about playing D&D? What do they not enjoy? How can we make the game provide more of the former and less of the latter? And what sorts of things might draw in people who don't currently play and get them to start?"

Now, theoretically, that's the same thing Edwards does. However, Edwards has created this theoretical framework into which he tries to slot everything. I don't believe WotC uses such a framework. If their research leads them toward what Edwards would call "narrativism" half the time and "gamism" the other half, so be it.
 
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Keenath

Explorer
Dausuul said:
If their research leads them toward what Edwards would "narrativism" half the time and "gamism" the other half, so be it.
Maybe somebody could help me out here -- what elements of 4e seem to be leaning 'narrativist'? I don't see it.

Narrativist rules would be rules that allow you to break the other rules of the system because you think it would be dramatically appropriate to do so, such as rules for how the GM can give out certain bonuses to players who RP well or who are attempting a "dramatic action" and how such bonuses are spent.

What rules are there in 4e that seem to be doing that rather than simply balancing the game among different characters so that nobody gets left out?
 

TwinBahamut

First Post
Keenath said:
Maybe somebody could help me out here -- what elements of 4e seem to be leaning 'narrativist'? I don't see it.

Narrativist rules would be rules that allow you to break the other rules of the system because you think it would be dramatically appropriate to do so, such as rules for how the GM can give out certain bonuses to players who RP well or who are attempting a "dramatic action" and how such bonuses are spent.

What rules are there in 4e that seem to be doing that rather than simply balancing the game among different characters so that nobody gets left out?
Well, many people argue that things like per-encounter and per-day abilities, especially Martial powers as they are implemented in 4E, make the most sense as a system designed for the player to do certain things when dramatically appropriate according to genre traditions, rather than something which makes sense from a simulationist point of view. Other abilities, like Second Wind, are specifically designed to emulate the common image of a hero who pushes himself to stand up and keep fighting in the face of injury. In other words, D&D 4E is using its rules to model how events flow in a story, rather than try to model how events flow in a world.

Because most of D&D 4E's rules seem to built around making the game play out like a dramatic and memorable story, I think it can be argued that this is a kind of narrative-style game, though probably a different kind than other narrative games, where narrative control is more explicit.

If you look at some interpretations of how the non-combat skill challenge system works, such as what some people describe in the "Escape from Sembia" thread, then you might see a lot more of the narrative influence upon the game in action.
 


Majoru Oakheart

Adventurer
Storm-Bringer said:
Then you need less a DM, and more of a chart of monsters. Rather like a Choose-your-own-adventure book.
This is seriously how most games have worked for a long time. The basic structure of an adventure tends to be written like this:

Chapter 1
The PCs find a treasure map and set out to find their fortune. They reach the cave it leads to and explore the cave until they find a mysterious box at the end that appears to be magically locked.

Decision Point
What do the PCs do with the chest? Their likely choices are to ignore the chest since they can't open it or try to find someone who can open it.

Chapter 2
If they decided to ignore the box then someone else comes looking for it and offers to open it for them.

If they decided to find someone to open it, they run into the same man.

In either case, he opens the chest and they find a stone tablet that has a prophecy on it and a ring. The prophecy says that whoever wears the ring shall rule the world.

In the middle of the next night, someone steals the ring from them and the man goes missing.

Decision Point
What do the PCs do? Do they go looking for the man and the ring?
-----------------------------

The players have choices, but they DO work a lot like a choose your own adventure. It's just that the details involved are also able to be influenced by them, just in smaller ways. They get to determine HOW they are going to go about finding the man and the ring, for instance...but as the DM, you KNOW they are going to find him one way or another for the story to continue.
 



Keenath

Explorer
TwinBahamut said:
Well, many people argue that things like per-encounter and per-day abilities, especially Martial powers as they are implemented in 4E, make the most sense as a system designed for the player to do certain things when dramatically appropriate according to genre traditions, rather than something which makes sense from a simulationist point of view. Other abilities, like Second Wind, are specifically designed to emulate the common image of a hero who pushes himself to stand up and keep fighting in the face of injury. In other words, D&D 4E is using its rules to model how events flow in a story, rather than try to model how events flow in a world.

Because most of D&D 4E's rules seem to built around making the game play out like a dramatic and memorable story, I think it can be argued that this is a kind of narrative-style game, though probably a different kind than other narrative games, where narrative control is more explicit.
See, this is why discussions of GNS drive me nuts. People don't know what the terms really mean.

I really can't agree here, because mechanics that ensure a dramatic flow of events (similar to a movie or novel) do not imply a narrativist game. Narrative gaming is more than just focusing on the storyline!

As I was pointing out earlier, the primary goal of narrative play (at least according to GNS) is to explore a concept or theme. A narrative game has as part of the premise some sort of moral or ethical conflict, which is solved (for good or ill) during the play of the game. I gave the example of a vampire earlier; consider also the "Light Side/Dark Side" of the force in Star Wars (in particular, in a game where falling to the dark side is easy and the path of good is difficult).

In some ways, ANY game system can support ANY of the styles if the players desire it. A game that focuses on a paladin and others associated with his church or order and continually pushes the paladin into situations that challenge his code -- that's a narrativist game. That same group can be played with a looser code of conduct and more focus on "kicking bad guy butt" and be a gamist game -- in other words, one that focuses on the competition among the players, and between the players and the game-world.

(Side note: I think this is what a lot of people are really trying to say when they complain about the game becoming more like an MMORPG. MMOs are strongly gamist; they're all about Winning The Fight and Beating The Monsters, with little introspection or exploration.)

Simulation usually means focusing on exploration of one of the five RP elements (Character, System, Setting, Situation, and Color). D&D has traditionally had a strong simulationist bent towards exploring Setting, and it remains so -- games often focus on exploring interesting sites and finding lost secrets. Situation can also be a source of exploration, which we often think of as "social simulationism". Just because everyone is standing around and playing politics at a ball doesn't mean you aren't simulating. Similarly, character exploration can be simulationism. The guy who wants to play a tiefling whose evil heritage and good nature are at war is interested in character simulation.

This is where a lot of confusion happens. There's a distinction between character or social simulation and narrativism, though they are related. (Indeed, some people have written essays claiming that narrativism is only a specific type of simulation.) In general, the distinction is one of where the driving force is. Character simulation says, "I have decided what my internal state is; now throw a consistent world at me and see what happens." Narrativism says, "You have determined your internal state, now I will attempt to upset that state by designing challenges that directly attack it."

Do you see the difference? The narrativist GM is aware of the characters' inner lives and directly pokes at them, while the simulationist GM creates a consistent world and lets the player explore how his character would interact with it.

And this sort of exploration can easily be happening without encumbrance rules, while Bruce Willis gets back to his feet after getting punched out for the fifth time, and while ninjas dance in circles around the heroes and attack them in groups of two and three. Dramatic action versus realistic action has NOTHING TO DO with simulation versus narrative.

Realism is necessary for certain types of simulation, and dramatic gaming is usually needed to create a narrative (thematic) game, but those are results -- not causes, and certainly not definitions. A narrative game can have plenty of realism, and a simulation game can always have drama.

Well, rant off, I guess. I think D&D 4e is definitely a shift towards gamism, in that it's more concerned with balance and fairness, but on the other hand I think all the previous D&D games intended to be just as gamist and simply failed. They had various methods of controlling character growth, like making the combat-weak thief level up three times faster than any other class, while the incredibly powerful magic user gained levels very slowly. That's a gamist trait, though it doesn't really work to keep the game fair.

If 4e is more gamist, it's only because they have, over time, recognized what was not working in the previous D&D systems and fixed them.
 
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hong

WotC's bitch
Keenath said:
See, this is why discussions of GNS drive me nuts. People don't know what the terms really mean.

Forget GNS, mang! Consider instead Robin Laws' scheme. So far, I would guess:

Power gamers: meh on 4E, due to having to relearn the system, but intrigued by prospect of more broken stuff to find

Buttkickers: love 4E, due to polished combat rules, more and varied ways to kick butt

Tacticians: meh on 4E, lots more combat options, but fewer ways to avoid/short-circuit combat, inherent vagueness of conflict resolution system

Character actors: hate 4E, because of dumbing down of skill system, siloing of combat vs noncombat powers, more narrowly-focused classes

Storytellers: love 4E, due to n*rr*tivist elements like per-encounter and per-day powers, flexible definition of encounters/milestones, new conflict resolution mechanic

Specialists: meh on 4E, depends on whether chosen schtick is well-supported

Casual gamers: meh on 4E, depends on whether it's easy to use
 

TwinBahamut

First Post
Keenath said:
See, this is why discussions of GNS drive me nuts. People don't know what the terms really mean.
Well, you won't get any argument from me here. I never claimed that I understood the term narrativism as used by GNS. In fact, I never even saw a good definition of the GNS terms until your post (thank you for that, by the way). Though, looking at the way those are defined, I wonder if the three GNS elements are even things that can be affected at all by rules... Certainly, the very fact that anyone trying to say something useful uses GNS terms badly, and proper use of GNS terms seems to mean nothing for game design, I am beginning to wonder if GNS theory is the gaming theory equivalent of Ptolemaic epicycles.

Anyways, it seems that the GNS terminology is completely useless for describing the change in tone between D&D 3E and D&D 4E. There is a distinct shift from the game creating rules for a systematized world, to the game creating rules for emulating story tropes. Since the actual play of D&D far more resembles a story of people set in a world than a depiction of life in a world, I think this is a good change.

Wow, is this the thread that was discussing the new monsters? It is getting a bit off topic, I think. Sorry about that.
 
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