Kamikaze Midget said:
(a) Failure itself is a negative consequence.
Meaningful failure is a negative consequence. This is obviously possible, even where the rules might nerf meaningful consequence utterly. However, this is different from consequences provided by the rules, and is certainly nothing that we should be expecting from those "poor DMs" who are made better by the ruleset.
(b) My point was that there are not fewer negative consequences for failure in 3e in comparison to earlier editions,
Can you supply examples of negative consequences for failure in 3e that do not occur in 1e? Because this thread contains several examples of the reverse.
No one is a special unique snowflake. And when you want to be entertained, you want SOMEONE ELSE to do their best to entertain you...
Obviously, we differ here. When I want to be entertained, I don't necessarily expect someone else to do it. Which is actually one of the reasons I enjoy DMing....World creation is fun in its own right. At other times, such as when playing games ranging from chess to D&D, I expect that a lot of the work for entertainment comes from me. In fact, in those cases, I expect that the work of the players can and will create something greater than the sum of its parts. Because when I sit at the table, I assume that everyone there is a special and unique person that has unique contributions to make.
This isn't the same as your "special snowflake" twinkiness. What I get from your "special snowflake" poodoo is that the person believes that they are so special that others have to work to entertain them. Like the player who expects that the DM has to work to make a world that meets his warforged ninja specifications.
Expecting to be able to determine how you spend your energies in an rpg (as player or DM) isn't being a "special snowflake". Assuming that you are able to direct others' energies is.
Now, some forms of entertainment, such as books and movies, are areas in which I can and do expect a certain level of quality. I also expect a certain level of quality from rpg books. I expect this because
I pay for them. Money spent represents a certain level of effort that you have put into some other area (job), the benefit from which you are transferring to another (to the writer, etc., via money).
I certainly agree with you that, from a design standpoint
and up to a certain point "the challenge, for D&D, is to make that as easy as possible so I spend time playing the game instead of re-designing the game." The game should be both playable "as is" and should encourage customization for those who want to put in the effort. Who find the effort...entertaining.
What I do not think, though, is that 3e is "as easy as possible" to play "as is". Many, many of the changes that I have made to the rules are intended specifically to ease certain parts of play, and to make other parts of play more fun. I would go so far as to say that ALL of the changes I have made are for that purpose.
I've never said I want D&D to be mediocre. You're the one who believes that somehow the "common person" is the "lowest common denominator," implying that by allowing them into our precious hallowed halls we will defame this game. I don't buy that, not for one second. A D&D for "everyone" would be the best D&D it could be. It adheres to democratic, capitalistic, and evolutionary standards of quality.
I have never, in my life, encountered a democratic, capitalistic, or evolutionary standard of quality. One of the major reasons that the US went with representational democracy was that it was impossible for the average person 200 or so years ago to keep up with the information needed to make the best informed decision. As a result, people hired specialists to make those decisions on their behalf. Regardless of how you feel about the results, it is pretty clear that a "democratic standard of quality" would only work in the most limited of cases. In fact, the belief that something is right because many people believe it, and that something is better because many people believe it to be so, are specific logical fallacies.
The idea that capitalism results in a standard of quality is equally laughable. First off, capitalism itself relies upon the same sort of representational expertise that representational democracy does. Second off, capitalism is concerned with the bottom line -- profit -- rather than quality. There are, in fact, current laws that make it illegal for corporations to consider quality or ethics more than they do shareholder interest. A capitalistic standard of quality is no standard at all. It is, again, the idea that McDonalds is a better burger than Licks (rather than a cheaper, easier, and crappier burger).
Finally, what is an "evolutionary standard of quality"? Darwin's famous principle (The Fittest Survive) is hampered by the fact that it makes no qualititive distinction whatsoever. What exactly is the fittest? How are the fittest defined? Are they faster, stronger, better? Not necessarily. They are simply those that survive.
The basic idea, of course, is that if a creature survives, especially in competition with other creatures, it must have some adaptive advantage within a given environment. However, there is no way to determine at any given point which species will succeed or fail within a given environment unless they are almost literally fish out of water.
There is no "evolutionary standard of quality".
These things simply do not exist.
I don't pay the designers to punish my foolishness. I date girls for that experience.
Levity noted.
Your experience hinges on a few things. First, that less character death = less challenging. Your definition of "challenge" is very narrow. Second, that less consequences = less challenging. Your definition of "consequences" is also very narrow. Third, that those who chose to play with you did so because they like to be challenged, leaving those who wanted simple fun out of your experience (lots of experience isn't extremely significant if you only get one end of the bell curve, kind of like asking 1 million Mormons if they approve of gay marriage).
It is, of course, possible that I've only gotten experience with one half of the bell curve, but it is far less likely considering the range of locations and players my experience encompasses.
Lets look at some of the statements you eroneously attribute to me:
Less character death = less challenging: Character death is not required to make the game challenging; all that is required is the reasonable possibility of meaningful and relevant consequence for failure. Character death is only one of several types of possible meaningful consequence. However, it is an important potential consequence in certain contexts. Mortal combat without the possiblity of death is not mortal combat.
My definition of "challenge" is narrow: I am not sure what you base this on. If your game is based on rising from bed, trying to get dressed, and tying your shoes, then no, I would not find that challenging. If you find the idea of playing basketball against preschoolers to be equally challenging to playing basketball against the Lakers, then I imagine that you will find my definition of challenge too narrow. Otherwise, what I think you mean is that my opinion of the most desireable level of challenge is different than yours. And, if that is what you mean, you'd be right.
Finally, it's important to note that your extensive experience is still paltry when compared to WotC's market research, so if we're measuring statistics here, I'll take their word over yours.
More power to you.
Kamikaze Midget said:
Raven Crowking said:
There is a very big difference between the flavour and attitude of 1e and 3e, which examining the rulebooks makes quite clear. You may choose to "go against the grain" of this flavour and attitude, just as you may choose to rewrite rules you do not like, but that is a far cry from claiming that either doesn't exist.
So where, then, in the rules, is this "flavor and attitude" difference? Before, it was claimed that the rules could not show this difference. If they can, show me where. Quote me chapter and verse. Give me evidence to support this claim, since it runs counter to previous claims that I can't get specific rules examples of playstyle differences.
Please read the quote that you are responding to and tell me where I said that it was based upon a specific rule or series of rules.
Heck, even in the creation of art, we don't find your business model. Commercial art, paperback mystery and romance (and scifi/fantasy) novels, adverstising design, a new Ford Truck jingle....it's not like Dan Brown sits down and tries to create some magnum opus of quality and suspense (a quick read through any of his books will tell you that) that will inevitably attract a die-hard audience. He sits down to make a good book that people will buy. Then it gets optioned for a movie, and everyone's happy.
You and I define "Art" very differently. We'll see how many Ford Truck jingles last as long as The Scream or the Mona Lisa.
The game cannot suck if it appeals to it's widest possible audience.
From
http://www.nizkor.org/features/fallacies/appeal-to-popularity.html
Fallacy: Appeal to Popularity
Also Known as: Ad Populum
Description of Appeal to Popularity
The Appeal to Popularity has the following form:
Most people approve of X (have favorable emotions towards X).
Therefore X is true.
The basic idea is that a claim is accepted as being true simply because most people are favorably inclined towards the claim. More formally, the fact that most people have favorable emotions associated with the claim is substituted in place of actual evidence for the claim. A person falls prey to this fallacy if he accepts a claim as being true simply because most other people approve of the claim.
It is clearly fallacious to accept the approval of the majority as evidence for a claim. For example, suppose that a skilled speaker managed to get most people to absolutely love the claim that 1+1=3. It would still not be rational to accept this claim simply because most people approved of it. After all, mere approval is no substitute for a mathematical proof. At one time people approved of claims such as "the world is flat", "humans cannot survive at speeds greater than 25 miles per hour", "the sun revolves around the earth" but all these claims turned out to be false.
This sort of "reasoning" is quite common and can be quite an effective persusasive device. Since most humans tend to conform with the views of the majority, convincing a person that the majority approves of a claim is often an effective way to get him to accept it. Advertisers often use this tactic when they attempt to sell products by claiming that everyone uses and loves their products. In such cases they hope that people will accept the (purported) approval of others as a good reason to buy the product.
This fallacy is vaguely similar to such fallacies as Appeal to Belief and Appeal to Common Practice. However, in the case of an Ad Populum the appeal is to the fact that most people approve of a claim. In the case of an Appeal to Belief, the appeal is to the fact that most people believe a claim. In the case of an Appeal to Common Practice, the appeal is to the fact that many people take the action in question.
This fallacy is closely related to the Appeal to Emotion fallacy, as discussed in the entry for that fallacy.
Examples of Appeal to Popularity
"My fellow Americans...there has been some talk that the government is overstepping its bounds by allowing police to enter peoples' homes without the warrants traditionally required by the Constitution. However, these are dangerous times and dangerous times require appropriate actions. I have in my office thousands of letters from people who let me know, in no uncertain terms, that they heartily endorse the war against crime in these United States. Because of this overwhelming approval, it is evident that the police are doing the right thing."
"I read the other day that most people really like the new gun control laws. I was sort of suspicious of them, but I guess if most people like them, then they must be okay."
Jill and Jane have some concerns that the rules their sorority has set are racist in character. Since Jill is a decent person, she brings her concerns up in the next meeting. The president of the sorority assures her that there is nothing wrong with the rules, since the majority of the sisters like them. Jane accepts this ruling but Jill decides to leave the sorority.
hussar said:
Who the heck was I to tell EGG that he was wrong and that dwarves should be able to be wizards?
Raven Crowking said:
I don't think that this is related to age, but rather to self-confidence.
kamikaze midget said:
I think it relates to interest in fiddling with the rules.
'Nuff said.
It's easier to respond to posts you read.
RC