[EDITION WARZ] Selling Out D&D's Soul?

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Ridley's Cohort said:
Heck, diaglo has probably been grousing about power creep for even longer. ;)

Supplement I Greyhawk.

the introduction of a stat bonus greater than 1. esp with percentile str... +3 to hit. what were they thinking.


diaglo "i still say Gary wrote the UA for his powergaming scions" Ooi
 

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To open a new can of worms: do the strict formulas, CR system, WBL system etc. give off a distinct "video game" vibe to anyone else, or is it just me?
 

Thurbane said:
To open a new can of worms: do the strict formulas, CR system, WBL system etc. give off a distinct "video game" vibe to anyone else, or is it just me?

Why would it?

"Video gamey" feel, if such a thing can be said to exist in RPGs, has to do with how you play the game (restarts, button-combos, pixel-pushing, etc.), and that really has no meaningful correlation to CR that I can discern.
 

Thurbane said:
To open a new can of worms: do the strict formulas, CR system, WBL system etc. give off a distinct "video game" vibe to anyone else, or is it just me?

Not me because we never see it at the gaming table. As a DM I do all of it behind the Great and Powerful Oz!! THe players never have any idea if I'm using it and how and to what extent.
 

Thurbane said:
Unfortunately the internet is my only yardstick, as I don't have any "realtime" contact with other gaming groups. I agree though that it is not an ideal window into a "typical" gaming group.

Having said that, I still can't help but feel the "legalese" tone of the rules and the prevailing attitude that these rules must be observed to the letter of the law makes (some) players inherently distrust their DMs. Heave forbid if a DM were to fudge a roll in the interest of keeping a story flowing ("Railroading!!!") or to ignore a rule that would detract from a session ("RAW!!!"). I agree that the DM shouldnt be some haughty tyrant who dishes out illogcial rulings at will, but at the end of the day he is the guy putting the time and effort into creating a running a setting for the players to interract with. IMHO, this should earn him (at the very least) some respect from the players, and the right to make a final ruling, even if it steps outside the RAW on occasion.

Thank you! That is exactly how I feel! And that was the problem, I believe, with the last game I ran. One player, in particular, just didn't trust me, or from what he said, GMs in general. I just can't run in that environment.

Allen
 

Thurbane said:
To open a new can of worms: do the strict formulas, CR system, WBL system etc. give off a distinct "video game" vibe to anyone else, or is it just me?

Er, what does WBL stand for?

3E has undoubtedly been influenced by video games, but it has also been influenced by board games, other roleplaying games, and other sources. Then too, D&D has had a huge influence on video games, so it's no surprise that some of the D&D-inspired ideas have found a place in D&D!

Strict formulas owe more to wargaming than anything else, I feel. (See Battletech, Car Wars and similar for the formulas to create mechs or cars). Then too, games like GURPS and HEROES have made a virtue of formulas in the past. It's not really anything new to the genre.

CR doesn't owe anything to videogames, AFAIK. It's purely a guide to help the DM assess how difficult an encounter is, and also how much XP it is worth. What's unusual about CR is it isn't formulaic! The values are based far more on playtesting and comparison to playtested creatures. (AD&D is more formulaic in this matter, in fact).

Cheers!
 

Allensh said:
Thank you! That is exactly how I feel! And that was the problem, I believe, with the last game I ran. One player, in particular, just didn't trust me, or from what he said, GMs in general. I just can't run in that environment.

Nor should you; however, I don't feel that this is a rules issue. This is one of group dynamics. I've certainly had players that I don't want in my group - who were demanding, distrustful and disruptive - regardless of what edition or game I was using.

Cheers!
 

Umbran said:
Wow, you're either lucky (to not have been in such a situation) or unlucky (to not have a group you loved so much that your GM-perogative could be overriden by that love).

<snip>

When the players are friends, absolutism goes out the door. "My way or the highway" only works if your way actually works for the folks you want to play with, and players are not always expendable. While he doesn't have to do it constantly, occasionally a GM can feel he was in the right, but need to change anyway for the good of the group.


I would say, overall, that I have been lucky. OTOH, I have had gaming friends that I didn't DM for, and I have had gaming friends that I was unwilling to be a player for. Not enjoying the same type of game, IMHO, shouldn't be a friendship-buster.

"My way or the highway" only works if you want to ensure that your players really are right for your style of DMing, if you want to DM the game you prefer more than you want to DM under any and all circumstances, and if your style is broad enough for your way to appeal to a reasonably large number of potential players.

I would say, while he doesn't have to do it, occasionally a GM can feel he was in the right, but want to change anyway for the good of the group. The GM never needs to change. A subtle distinction, perhaps, but in my opinion an important one.

My response to Crothian (sorry, I can't check the post # until I submit reply EDIT: http://www.enworld.org/showpost.php?p=3103373&postcount=183) that broke down my process for dealing with these sorts of problems was, I think, pretty clear. If I don't think something is important, I am willing to give a lot of leeway. If I think something is important, I am still willing to discuss it outside of game time. But if a rules argument derails the game, the game is over until next session. No exceptions.

While, as I said, I do think that I have been relatively lucky in terms of players, let me say that I started playing on Christmas in 1979 in Wisconsin, joined the U.S. Army in 1984 (where I ran games for different groups in Missouri, Indiana, Virginia, and Louisiana, both military and civilian), moved to California (where I ran games in Riverside and Santa Monica), and then moved to Toronto (where I ran games for different groups of players). I've run games for a lot of different players in 1e, 2e, and 3e. There's a lot of water under this bridge.

That conflict resolution method, from my first High School game to the last game I have run, has never forced me to close a game early for a rules argument. Never. Not in any edition. I have closed games early for other reasons (most often if I didn't feel up to par), and my players have always understood that I would close the game early. I have never wanted for players, and I have never had fewer than half a dozen people who wanted in if a slot opened.

Maybe it's just anecdotal evidence, but I believe that method works. :D


RC
 
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Psion said:
Why would it?

"Video gamey" feel, if such a thing can be said to exist in RPGs, has to do with how you play the game (restarts, button-combos, pixel-pushing, etc.), and that really has no meaningful correlation to CR that I can discern.
By "viedo game feel" I mean that CR and WBL sets up an atmosphere of "you cannot confront the end of level boss until you have the red key and the BFG9000".

Again I stress, this is just my personal gut feeling, rather than fact.
MerricB said:
Er, what does WBL stand for?

3E has undoubtedly been influenced by video games, but it has also been influenced by board games, other roleplaying games, and other sources. Then too, D&D has had a huge influence on video games, so it's no surprise that some of the D&D-inspired ideas have found a place in D&D!

Strict formulas owe more to wargaming than anything else, I feel. (See Battletech, Car Wars and similar for the formulas to create mechs or cars). Then too, games like GURPS and HEROES have made a virtue of formulas in the past. It's not really anything new to the genre.

CR doesn't owe anything to videogames, AFAIK. It's purely a guide to help the DM assess how difficult an encounter is, and also how much XP it is worth. What's unusual about CR is it isn't formulaic! The values are based far more on playtesting and comparison to playtested creatures. (AD&D is more formulaic in this matter, in fact).

Cheers!
Excellent points as usual, Merric.

WBL = Wealth By Level
 

As Henry pointed out, I wasn't saying that the older editions weren't fun (obviously, they were), just that they were poorly designed out of the box to deliver that fun, as shown by the near-nessecesity of house rules (which is shown by evidence drawn mostly from these boards -- Gary Gygax himself did not play with the rules out of the box). They relied instead upon the people putting them together inventing fun themselves. Like turning a cardboard box into a toy, it's something that can be a lot of fun and very rewarding, but a cardboard box is a poorly designed toy.

As far as the soul of the game is concerned, it seems that most consider it broad enough to apply in the new edition, too. The new edition is D&D, just different D&D. Those who don't seem to usually cite the mechanical changes or the DM/Player relationship change. The former seems to be a debate against quality of the mechanics -- those who see the new rules as horrible for whatever reason cite the new edition as entirely different, while those who see the new rules as on the whole better suited to gameplay are more ready to adapt a D&D with a different "skeleton." Similarly, those who have no knowledge of the "plays with friends" kind of mentality that 3e supports seem to prefer the older language when dealing with a DM's authority, marking the change in editions as a distancing from their norms. Those who don't want their friends leaving the room because they aren't having fun instead prefer the dynamic of players knowing what makes a good game and what doesn't.

It seems that those who hate 3e the most have had VERY GOOD experiences with older editions, and incomprable experiences with the new one. These people seem to be in the minority -- most people's play experiences with older editions may have been fun, but in the new edition they are more fun and less work.

And since the quality of older editions was largely dependant upon how good of a DM you happened to land (because the rules themselves were unreliable), it seems that it may be slightly more than simple nostalgia (though certainly that may play a role). Apparently, the "soul of the game" is in the DM and the playing group -- get a good one, and it's all fun. Have a bad one, and it's all bad.

3e, then, wants to create a baseline "good body," something that can be relied on as a set of fundamental assumptions, a moral code and guideline for the game that leads to the most people having the most fun. But, of course, a bad DM or bad players can still ruin it (by doing the same thing they always have, mucking with things that work), and a good DM can still make it amazing (largely by doing the same thing as a bad DM). Only now, positive experiences are easy to get out of mediocre DM's and casual gaming groups due to the base mechanics and assumptions of the game.

3e is a good body. Even inhabited by a moderate soul, it can accomplish great things. Moderate souls just tended to play games other than D&D in the days of older editions. And today, moderate souls are doing things like playing videogames. And moderate souls are those the game must persuade to come to it in order to survive and grow.

Though I'm probably getting muddled in metaphor, here. :)

To open a new can of worms: do the strict formulas, CR system, WBL system etc. give off a distinct "video game" vibe to anyone else, or is it just me?
....
By "viedo game feel" I mean that CR and WBL sets up an atmosphere of "you cannot confront the end of level boss until you have the red key and the BFG9000".

I don't think so, because the EL guidelines basically state "The end of level boss should come by every once in a while and beat the crap out of you basically for fun, and sometimes you'll be facing your weakest foes after the tough ones have been run away from."

I do think that there is a baseline assumption of power keyed into the system, but this is true in any RPG system. In 3e, at least, the stipulation is that it is there so you can accurately guage your diversion, not to adhere to it like a doctrine.
 
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