Crimson Longinus
Legend
@Ovinomancer your example was like one vague sentence or something like that. I extrapolated. There was no facts to change so nothing was changed.
Sigh. If I added a dragon to yours and showed how the dragon just results in an unsatisfying death of the PCs then I haven't changed your example because you didn't preclude that in the few sentences you provided? Come on, let's not do this.@Ovinomancer your example was like one vague sentence or something like that. I extrapolated. There was no facts to change so nothing was changed.
OK. I'm not sure whose view you are proposing this contrasts with.I'm proposing that what it is to be a game as game never necessarily excludes what it is to be a story.
In the context of the OP, a key impetus for the conflict is that players have some control over the circumstances in which their PCs confront the obstacles. If players have no such control - that is, if the GM gets to decide when/how the players confront obstacles, with what resource suite available, etc - then the conflict the OP points to doesn't arise.the OP lists a "Skilled Play imperative that undergirds all D&D play since time immemorial (eg defeat each individual obstacle and the continuum of obstacles skillfully and be rewarded)."
The dilemma as presented, is that the table-facing aspects of play will in some cases necessarily conflict with story-teller imperatives. The table-facing aspects include at least individual obstacles and a continuum of obstacles.
This is true. It's a bit sad, though, that we're still having to make this distinction nearly 20 pages into a thread that pretty clearly draws the distinction (by implication if not expressly) in the OP!I kinda think we need to separate "story that just happens to arise from events that happened" (which is just an unescapable thing -- I have many stories of playing wh40k or, say, finding myself in a tough place while playing Dishonored) from "story that consciously constructed with people taking intentional steps to improve that story" (which is a thing pretty much endemic to role-playing games).
The former just happens and obviously doesn't interfere with anything. The latter requires effort and sometimes gets in conflict with "just playing the game".
Typically in games, skilled play is that play that brings you nearer the win condition (or pushes your opponents further away) or maximises your score. One way I have heard it put is that a utility function is defined and skilled play is play that achieves an optimal maximum under that function.FYI, I saw the other thread last night and I posted this there. Because "what is Skilled Play" is in the cross-hairs, I'm cross-posting this here.
The below is about TACTICAL and STRATEGIC Skilled Play. It is not about THEMATIC Skilled Play (that is another axis of Skilled Play...where D&D mostly falls down except in the embedded thematic deployment of classes in D&D combat, 4e Skill Challenges, Themes/Paragon Paths/Epic Destinies and Quests, and the functional deployment of 5e Background Traits and 5e IBTFs + Inspiration). Thematic Skilled Play is not cosplaying FYI. Its aggressively playing the themes of your character to propel play through the vehicle of system. D&D doesn't do this great because overwhelmingly the system lacks the cogs and levers and fallout of their turning/pulling.
Also, Gygaxian Skilled Play is different and much more narrow than the broad use of Skilled Play (deftly deploying your cognitive horsepower/system understanding to navigate tactical and strategic decision-points to wrest control of the trajectory of play from other participants/system's unfettered byproducts).
If I had to pin down the various forms of Skilled Play in the D&D I've GMed it would be:
AD&D: Optimizing rote dungeon crawl SOPs for dealing with traps + optimizing recon/surveillance for optimizing spellcaster loadout and refresh for everything else (obviate obstacles, render combat rounds after rd 1 moot, sustain "heavies").
Moldvay Basic Dungeon Crawls: Managing the Exploration Turn/Rest/Light economy + skillful Exploration turns and (basically) Group Checks
+ avoiding needless combats + maximizing the encumbrance/equipment loadout/treasure weight ratio minigame.
RC Hexcrawls: Optimizing recon/surveillance for optimizing spellcaster loadout and refresh for everything else (obviate obstacles, render combat rounds after rd 1 moot, sustain "heavies") + skillful Exploration turns and (basically) Group Checks.
3.x: Class and build choice minigame (pick Druids, Wizards, Clerics) + optimizing recon/surveillance for optimizing spellcaster loadout and refresh for everything else (obviate obstacles, render combat rounds after rd 1 moot, sustain "heavies", sustain yourself, buff everyone to the teeth).
4e: Optimize Team PC synergy in combat while optimizing movement/forced movement/control/hazard and terrain interactions to shut down the pivotal components of Team Monster/battlefield synergy + Off-turn actions + Skill Challenge creativity in action declarations and Skill Power/Utility deployment.
5e: Optimizing spell loadout/deployments (to obviate obstacles, render combat rounds after rd 1 moot, synergize skill augments, trigger/protect Long Rest) + Range combat and Bonus Actions + Getting your GM to "say yes" as much as possible + play the "Wheel of Fortune" Social Conflict well.
Typically in games, skilled play is that play that brings you nearer the win condition (or pushes your opponents further away) or maximises your score. One way I have heard it put is that a utility function is defined and skilled play is play that achieves an optimal maximum under that function.
One objection I've read a few times in this thread might boil down to asserting that RPG doesn't contain a win condition, i.e. there is no agreed utility function to achieve an optimal maximum on.
Each of those examples above, however, seem to me to have meaning only if we're assuming - contrary to the objection - that there actually is an agreed win con or score to maximise. Do you see what I mean? What do you think? Have you also got win cons or score assumptions that need to be attached to each of your cases?
I also feel the need to point out that "Story Imperative" and "Just Playing The Game Imperative" (let's don't delve deeper into what the hell Skilled Play is supposed to mean) are at odds only in D&D and games with similar midschool approach to design and authority distribution (say, Pathfinder, GURPS, Savage Worlds or even World of Darkness despite what White Wolf tries to sell you).
In Apocalypse there's no such conflict, because Just Playing The Game leads to Cool Story -- there's nothing anyone at the table can do within the rules that would lead to a boring or anticlimactic story. On top of that, the players are supposed to treat their characters as protagonists who do exciting naughty word.
<snip>
In D&D there can be such conflict, because sometimes Just Playing The Game leads to a weird boring story and "story juice" gets unused -- like when the characters curbstomp the Big Bad without breaking a sweat, or when Son of Rorke who must prove himself to his father to even deserve a name, gets killed in one hit by Klarg, so all the internal and external conflicts just get resolved in most boring way with an unlucky dice roll. Combine that with the players who are supposed to take as little risks as they can... Yeah.
I think there are some - even many - posters who seem to be asserting that skilled play should be allowed to run its course. Of those, many then go on to give advice which is, in effect, that the GM engage in story curation. Here's an example:Huh? There's zero attempt by anyone I'm aware of in this thread to say Skilled Play is a better or more desireable thing than curation of story. I think curation of story is the default today, but it's not "better."
Ideally the conflict wouldn't arise. Why? Because the GM weaves a good story regardless of what the players do or what random outcomes the dice may produce. They control so much, they're one who describer most things, frame everything, so they have plenty of tools to do this. They do not force the game to some predetermined outcome, they forge a best possible 'story' with the elements they happen to have at the moment.
But is it automatically anticlimactic? Cannot you as DM frame it in a manner that it feels thematically appropriate? The clever characters using the weakness of the enemy to take down the cocky villain. Or the characters expecting to face an immensely powerful monster find them as miserable and incoherent wretch covering in their lair like Hitler in his final days.
And of course the story doesn't need to end there if it would feel like an unsatisfactory ending. Perhaps after defeating the villain they find out that their number one henchman had escaped with the main villains secret plans, or perhaps they find orders and it is revealed that the villain they had slain was working for some more powerful entity.
If I want the game to hinge entirely on my choices in play and the result of the mechanics (strong skilled play agenda) how can this possibly align with manipulation of the game to force story outcomes (strong curated play agenda). And note the later doesn't require railroading -- I can manipulate the game so that an encounter is exciting and challenging onstead of being trivialized and not force an outcome (railroading is the continued forcing of outcomes).
It's been claimed that these don't conflict, but I don't see how that's possible -- they have divergent expectations of how the challenges can/should be framed.
I also still haven't seen a single iota of work or example showing how skilled play eadily meshes with curation of story (or story imperative, if you wish), just reoeated claims it does. Again, how do you align a desire for play outcomes to only be due to player moves and mechanical systems with a choice to change the gamestate because it would be more exciting in the moment? No one has answered this question.
Let's say my party has carefully navigated the dungeon while marshalling our resources well and discovered the secret room where we learned the BBEG's weakness and are now set to curbstomp him. This outcome will be anti-climatic -- we're set to blow through it in a single round and the BBEG's gonna go out like a punk. If the GM changes the encounter so that it's now a serious fight, with some neat twists, all because it will make it more exciting and climatic, these expectations are at odds!
To build on my post just upthread: whether skilled play and satisfying story are in opposition, or rather are on the same side, depends on game design and techniques.What @loverdrive rightly points to are dissonances that can arise from spatchcocking narrative onto game, rather than emerging narrative as game. Your tension, then, is a feature of an unsuccessful marriage. I believe that is not necessitated: it is not inherent to game when played as game. SP and gameful-narrative are on the same side.
In my previous two posts just upthread, I've been assuming that the game works as intended - eg that it is deliberately "naturalistic" in its approach to the scope and resolution of action declarations, to the way scenes are framed/extrapolated, etc. And trying to explain how, as I see it, the tension you point to in your OP can be obviated (by some approaches) or not (by other, more "naturalistic", approaches).Where I'm confused at is what work "narrative" does here. Is a "gameful narrative" one in which the byproduct of simply playing with integrity (meaning the rules have integrity which provides structure to the play and the participants follow those rules without fail) will yield "the story the rules intended?"
What room is there in this theory for "oops" in either the 1st order conception of the rules themselves or the 2nd order effect of their interactions or in the 3rd order effect of "crap...these rules and their interactions don't reliably create the sort of stories we intended to flow from play that is performed with integrity?"