Lanefan
Victoria Rules
Disagree: only one needs to be valuable. It's only when both have no value that the usefulness disappears.I reject the dichotomy. It presumes that only one result (whether it be success or failure) is the "focus" or "point." Without both being valuable, it's a non-starter.
Worth doing:
Success = something happens
Failure = something else happens
Success = something happens
Failure = nothing happens
Success = nothing happens
Failure = something happens (this one's much less common but it does arise)
Not worth doing:
Success = nothing happens
Failure = nothing happens
Best example I can give here is new RPG players. Brand new players often come up with the best and most creative ideas during play. Why? Because they haven't yet become hidebound by the rules - they just imagine the situation as described, think of something they can do and then try to do it."Often" is a strong word, isn't it? How many first-year art students produce Mona Lisas? How many first-year philosophy students write a Tractatus? It is absolutely true that some people don't need formal education to learn the rules--they already learned them, whether by accident or on purpose, such that formal schooling might trip them up (in exactly the way that questions like "are you sure you know where your feet are" can screw up a dancer or the like). But your assertion is too bold; you are, essentially, saying that training and education are completely unimportant for producing any work of art or design, and I'm pretty sure history isn't on your side on this one.
And I rather suspect were others to chime in here there'd be a decent degree of agreement on this.
Depends who's defining what 'better' work is, doesn't it.Then that is a great thing. But again, you present a singular case. There are two reasons you might do this. The first, to demonstrate the exceptionally weak claim that training (of whatever kind) isn't required for producing good work. This is true...but it doesn't actually oppose what I said, that creative rules exist to help produce better work
For almost anything creative that doesn't involve a safety hazard, rules are never necessary. Guidelines might be; and can be useful, as long as they're acknowledged as being no more than that.and, thus, mastering them means learning when to break them, which is why it's worth bothering with practice and training. The second reason is to demonstrate the far stronger claim that these rules are never necessary...but that's a universal claim, and you can't make a universal claim from a particular instance.
Another anecdotal example. Despite having absolutely no formal musical training, I write lyrics and (by ear) songs, and play in a studio-only band. The other guys in the band have way more formal training than I do...and I can't count the number of times where I'll play something e.g. a chord progression and have them say "in theory that shouldn't work - but it does; how did you do that?" and I'll look at them blankly and shrug.
If a series of notes or chords sound good together I don't give a damn whether they're following any rules or not; and if they don't sound good together I'll just try something else.
I'll not dispute any of this; all of it happens far too often. I'll counter with all the bands who, for lack of a better term, "sell out" after their original music leads to some initial success and start following either corporate rules and-or making their subsequent music to fit a formula so it'll sell.And how many bands struggle with their sophomore album, not because of any kind of lack of training or anything else, but because they had their entire lives to prepare their first album and perhaps a few years to prepare their second? Your evidence isn't strong enough to back up your assertion here. There are far too many confounding variables. (To name a few others: success gets to their heads so they make foolish choices; living the high life causes them to disconnect from their sources of inspiration or engage in activities that reduces their working time; the stress, anxiety, and constant attention of stardom negatively affects their ability to work; they lose interest in producing further work of the same kind; etc.)
The example I used was this forum. To the best of my knowledge I've never gamed with any of you.Unless you collected these systematically--which I sincerely doubt, since you're getting these from people you've gamed with, which is not a representative sample--it's exactly the same problem. This is one major part (though far from the only one) of why surveys are incredibly difficult to design, and why good social science is so difficult to do.
And then the question becomes one of determining who 'the majority' really is; as often a few louder voices saying one thing can drown out a big number of silent ones who think differently.Then I spoke unclearly.
What I am saying is that "you CAN have fun doing X"--as in, it is possible for at least one person to have fun doing X--is the least useful of all defenses for a game element. That is, let's look at the negation of the statement: "it is impossible for at least one person to have fun doing X." I think we can agree that any design element which you could truly label with this statement would be an objectively bad game element--something that should never appear in any game, ever.
But what does that mean? That means that absolutely all design elements that are ever worth considering--literally every single one of the possible rules or components you could put into a game--must meet the common standard of, "At least one person could enjoy this." Thing is? It's going to be really hard to assert that a given element is objectively bad for all possible games (as you yourself have stated, more or less). So...that basically means we have a criterion--"element must have the potential for fun for at least one person"--which is effectively always applicable, regardless of the design element we look at.
Now, if the criterion were, "A majority of players who want to play a game of type Y report having fun while doing X," that would be completely different. That WOULD be a matter of evaluating whether component X generates fun. But that is a dramatically different claim from "it is possible for at least one person to have fun while doing X."
I think you might at this point be mixing up @MoonSong 's posts with mine. I have no issue with characters having high stats, in part because my own observations tell me stats don't make a huge difference in the long run. What I do have issue with is the expectation that they must all have the same stats, rather than random....and now we go back to my original argument. "True average" people should actually be exceedingly rare. The odds of rolling exactly two 13s and exactly four 12s are (approximately) .1327^2*.1289^4 = 0.00000486131, or about one in every 200,000. (Note that I am ignoring the order for this; the results will be the same if you account for ordering, as the factors will cancel out.) The perfectly average person is actually quite rare, as I said initially. Instead of this "true average" (which is quite rare), we should instead look at the expected results. And that's what the AnyDice calculation does. It looks at what the most likely highest stat is, the most likely second highest stat, etc. And, lo and behold, it is nearly identical to the Elite Array!
Some posters (I think you among them?) had said that it is unnatural or unrepresentative to have characters with such high stats. I have been pointing to the statistics of such things to show that no, it is this unnatural enforcement of the exceedingly rare "true average" behavior that leads you to think these results are divergent; they are in fact more natural, more representative of the distribution used. (Admittedly, btw, 3d6-strict would generate lower overall numbers, but the fact is that 14-16 isn't nearly as unusual as you claim even with such methods.)
Again, you're misremembering who said what. In my eyes 'born lucky' doesn't matter.Okay then. Two questions:
1. If being "born lucky" doesn't actually matter, why do you care? It seems you have argued that your own position is irrelevant, because it's actually the underlying system math (being highly lethal, having save-or-die rolls, great uncertainty about results) that decides whether characters live or die, not their individual statistics. So why not let players play those "born lucky"? it won't matter in the end, but they'll get their little bit of enjoyment from big numbers.
Char-gen luck does not lead to luck during play. They're different and IME almost completely disconneted things.2. Why are these two forms of luck so different? I genuinely don't understand. The snipped parts didn't really illustrate why luck during character generation is of an entirely different kind from luck elsewhere in play.
I just dug up the numbers I ran. I looked at about 180 characters, all rolled up using very similar methods and with rolls observed by others, and noted the starting stats for each. Roughly 90 of these were our 'hall of heroes' - those characters who had done at least ten adventures. The rest were a 'control group' - a random selection of characters who didn't last as long.Sorry man, gut feels aren't the same as statistical analysis. I get that things don't look all that favorable to you. But crunching numbers (particularly on a much larger, unbiased data set) is what actually answers questions like this.
My intent was to determine whether starting stats made a difference in one's odds of getting to the hall of heroes. (as a sidebar I did some campaign-v-campaign comparison to see if the numbers matched the eye test where some campaigns appeared to have seen luckier rolling than others)
I'm no statistician, thus I've no way of knowing whether a 0.28 difference in overall stat average between the heroes group and the control group is significant or not; but it doesn't seem like much.
We have different standards of "long". To me, two-and-a-half years is just nicely getting started. When it hits ten years, let me know.Um...yes? There are several 1-30 adventure paths written for 4e (including the excellent Zeitgeist, which I'm still dying to play through...ah, someday.) It is entirely possible to play a long-runner game with a perfectly reasonable pace of advancement. Say you level up every 3-5 weekly sessions; that gets you roughly 13 levels per year, so accounting for breaks and needing at least a few sessions to wrap everything up once you hit max level, a two-and-a-half year campaign would make perfect sense. I've only been a participant in one game that has ever lasted nearly that long...and that's the game I currently DM.
I'm the other way around: if they're not perfect I'll make them perfect* - or at least get them closer than they were. The game I run uses a rules system that started with 1e and has had 40+ years of modifications laid on to it; and it's still getting tweaked.But they don't have to be. That's why I keep talking about 4e. It's a game where the rules as written AREN'T crap. They sure as hell aren't perfect, but they're quite effective at what they shot for. Dungeon World is another game where the rules as written emphatically are not crap. 13th Age is a third. It is entirely possible to design rules that, as written, are ACTUALLY GOOD. That are actually WORTH using, so that you break them only when you know you need to. We're just caught on this idea that because rules will always need exceptions, you may as well not care about design quality and constantly force the DM to re-design the game on the fly. It's incredibly frustrating to me the "well if they aren't perfect I don't want them" attitude that pervades the tabletop design community.
* - by my own definition, of course, which won't apply to everyone.
This is exactly the trial-and-error bit I mean. Yes, not every fix is going to work, but that doesn't mean one shouldn't try.Again: this assumes the ability to see that there was an error in the first place. It is entirely possible to never realize what is wrong, and simply feel dissatisfied or continually work to "fix" your frustrations by going down blind alleys or adjusting unrelated elements.
Funny - one of the next things on my to-do list is to re-do and fine-tune the save matrix.Then I applaud your substantial design skill. I can emphatically say that ripping out all of 1e's save mechanics so that I felt confident I could have the experience I wanted, without running into nasty surprises, would be an absolutely daunting task.
Those hard-mode features should be opt-out rather than opt-in, as it's always easier to remove barriers and restrictions than to implement them.Or, instead of saying "oh well that choice was bad," maybe we should recognize that there are (at least) two different ideas of what low-level play is? Like, you are literally saying your idea of low level play is the objective way low-level play SHOULD be, for everyone. I, as an alternative, am asserting that we should recognize that there's a sizable audience (particularly brand-new players) for whom "low-level play" SHOULD be somewhat "heroic" (while still being relatively simple, to introduce them to the game)....and yet ALSO recognize that there's another sizable audience (which includes you) for whom "low-level play" SHOULD NOT be even slightly "heroic" (while still potentially being a very rich, detailed experience if desired). There is no way to uphold these two attitudes with a singular progression for absolutely everyone...and thus the "zero levels" idea comes into play. That way, it is equally correct to say that "low-level play" "is heroic" and "is not heroic," because "low-level play" refers to two different things: 1st level characters (who are presumed to have demonstrated their heroism) and "apprentice" characters or whatever we want to call them, who explicitly have not (fully) demonstrated their heroism yet.
By introducing this feature, you respect that there are two radically different styles of play, and design game rules that actually try to make each group happy, rather than forcing one to dance by the other's tune. That's why I argue so stridently for it. It actually says, "You know, BOTH of you want something that is D&D, so BOTH of you deserve to get what you want."
Oooooooooooor maybe "bad things will inevitably happen to [your] characters" isn't something objectively good, but is a really specific and fairly narrow interest among tabletop roleplayers, and thus generally isn't catered to directly? Further, maybe it's an interest that can be catered to purely through electing to (as you described earlier) run a game in "hard mode," with opt-in features that increase risk and reduce survivability?