Storm-Bringer said:
But you don't really need strict rules for that. Certainly not 400+ pages of rules in three books. Co-operative story-telling is no better or worse than any other style, but if that is the goal of D&D, it will fail miserably. Head over to the Forge and check out the co-operative style games they have. Typically, 32 pages or less. Minimalist rules and dice.
Not all narrativist-oriented RPGs are rules-lite: HeroQuest, TRoS, The Dying Earth, Burning Wheel I think are all counterexamples. I'm sure there are others that I don't have so ready to hand.
Strict and lengthy rules can serve various functions. For example, they can resolve questions of the allocation of narrative control in very fine detail. They can also provide a strong simulationist chassis to support some other variety of play. They can also bring pleasure to those who enjoy working within complex rules frameworks for the sake of it (maybe this is a special case of the second possibility, where what is being explored is the rules system itself).
Storm-Bringer said:
As I mentioned above, if a particular group is looking to tell a rousing story of great deeds and daring, no edition of D&D really supports that well.
I'm not sure that those are the sorts of stories that much narrativist play is aimed at. Generally the goal is to evoke, epxress or resolve some thematic issue deemed important by the player(s). The story of great deeds and daring which playing D&D supplies (assuming that it does - 4e at least seems to be oriented to the production of such stories, and all editions of D&D have
claimed - perhaps falsely, in the case of AD&D - to be oriented to the production of such stories) would be the vehicle for achieving that goal. It would not itself be the achievement of that goal.
Storm-Bringer said:
How would you define 'ten orcs' as something other than 'a challenge to overcome'?
As I said in my earlier post, it is presumably7 a challenge to the PCs. Whether or not the players treat it as a challenge to them (posed, presumably, by the GM) is a different question.
Storm-Bringer said:
If that is 'semi-adversarial', then the rules encourage that.
I am talking about adversity between GM and players, not between monsters and PCs. The latter goes without saying. The former is up for grabs, and varies dramatically with playstyle.
Storm-Bringer said:
However, according to the stated design goals, they aren't there to much other purpose. That is simply how the ruleset is laid out.
The ruleset (by which I assume you mean the character build and action resolution mechanics) sets certain parameters for what players can do using their PCs as vehicles. It doesn't tell us what the
point is of such activity. The stated design goal of 4e seems to be "have fun by having your PC overcome challenges". The fun could be derived from also overcoming a real-life challenge as a player. It could be derived from something quite different - for example, having one's PC overcome a certain challenge in order to resolve a certain quest might make a particular thematic statement.
Storm-Bringer said:
I will grant, spells and steel aren't the only way to interact with this situation.
Which situation are you talking about? There is an imaginary situation, in which PCs wield spells and steel (and other things also, maybe). There is a real-life situation. At least at my gaming table we never interact with the situation using spells, nor steel. We use words, drawings and the occasional gesture.
Unless you are prepared to distinguish the circumstances of the PCs (who are confronting a challenge) from the circumstances of the players (who may or may not be confronting a challenge) you can't helpfully discuss what the point of play is - because you will automatically be led to attribute the desires of the PCs (success in overcoming challenges) to the players.
Which brings me to this:
Storm-Bringer said:
I am not intimately familiar with RuneQuest, but you would describe a typical session as simply wandering about the countryside recording details?
No. The PCs explore and fight as they do in D&D. But the point for the
players is not so much the overcoming of challenges - RQ is much less gonzo than D&D, and so the overcoming of challenges by the truckload is much less easy for PCs to pull off - but to explore the imaginary world of Glorantha. And they can do this even if their PCs are not always successful, or do not confront and overcome very many challenges per session.
RM also tends to support this sort of play.
Storm-Bringer said:
the rules are in place to assist the referee in setting up situations in which the players interact with the game and associated milieu via their avatars or 'tokens'.
That is one thing the rules can be in place to do. It is not the only thing. For example, they might play the role of distributing narrative control.
Taking this point a bit further:
Storm-Bringer said:
Using an applicable skill for a task is not 'adversarial'. Nor is it 'semi-adversarial'. It is more accurately 'using the rules as they are intended', which is to help adjudicate situations expected to commonly occur.
All the weight here is borne by the word "applicable". Who gets to decide
applicability? That is, who has narrative control over the gameworld? If the GM is the sole - or even final -arbiter, we have a situation which is quite probably adversarial, or semi-adversarial, between players and GM - either at the character build stage, or at the action resolution stage, the players try to come up with ways to satisfy the GM that certain skills are applicable in the world that the GM is narrating.
If the players are themselves allowed to narrate questions of applicability, then the relationship between the players and the in-game challenge to their PCs becomes quite different. It no longer need be a challenge for them to solve. It may instead become an opportunity for them to make whatever point they were hoping to make in the playing of the game. In such circusmtances, it would not hurt the game that a player always favoured his or her PCs best skill, provided that the narrative the player provides to justify contributes to the making of the relevant point.
Storm-Bringer said:
Primarily, this means that my Rogue will know that climbing a slippery wall will have a -10 penalty at my table, and if I play a Rogue at someone else's table, that same slippery wall will have that same -10 penalty. If the penalty is greater, non-existant, or is a +10 instead, I will have to re-adjust my expectations of how things work. Essentially, I will have to learn a new game that is similar to the one I know. It may sound some degree of adversarial when the DM says "The lock has a DC of 75". In fact, what it tells me is that this lock is exceptionally hard to pick, or the DM doesn't want people in there. If I decide to try picking that lock, I know how to calculate my odds based on the skills and equipment my Rogue possesses. But that lock will be the same challenge for any Rogue, and will be the same challenge across any table. The very opposite of 'adversarial'.
I don't fully grasp the sense in which you are using "adversarial" - the GM setting a DC at 75 in order to stop PCs entering a certain room - which is to say, in order to limit the narrative control of the players - looks to me potentially quite adversarial. I don't understand in what way it is the very opposite.
But in any event, the sort of play you describe in this example - the GM as sole determiner of the ingame reality - seems to me the sort of play from which departure will be facilitated by the 4e skill challenge rules, as Harr's example way upthread demonstrated.
Whether this is a good or bad direction for D&D to take is up for grabs. But I don't really see how it can be denied that it is a change of direction.
Storm-Bringer said:
On the other hand, if everyone has to demonstrate how their skill is applicable to the task at hand, that will not only increase handle time, it turns into a legalistic system, where the player(s) and the DM are deciding the appropriateness of a skill, while the other players determine the validity of the points.
To echo (or at least harmonise with) Lost Soul, that is what some RPGers might call "playing the game" - that is, the players and GM together shaping (narrating) the gameworld. In such play (as I noted in my earlier post) the interesting question may not be so much whether the challenge is overcome, but how. And what you dismiss as a "legalistic system" would be the working out of that
how. It would be the very point of such play.
Storm-Bringer said:
Even if the DM simply allows most attempts of any particular skill, the other players (jury) are simply building up a body of 'precedent' while the 'defence' (DM) accepts most deals offered by the 'prosecution' (player).
I don't fully understand this analogy - why is the GM a defendant and the player a prosecutor? In what way are the other players, as jury, determining the GM's guilt or innocence? Does the body of precedent relate to the laws that determine guilt, or the laws that determine permissibility of sentence under a plea bargain ("deals offered").
In any event, if the point is simply that gaming groups develop shared understandings of what is permitted and what is not, that is true and (I would have though) uncontroversial. I don't see that it's an objection. (It's not really an objection to 3E that the absence of Hulking Hurlers and/or Pun Pun's from the table is in part a result of a mutual understanding between players and GMs that some things won't be done.)
Storm-Bringer said:
Western legal traditions are anything but 'non-adversarial'.
It's mostly off-topic, but most legal systems in the modern world, including most European and (non-English speaking) American ones, are not adversarial in the technical sense but rather inquistorial, drawing on the Roman code tradition rather than the Anglo-American common law tradition.