I continue to find a dichotomy that we must always be able to negotiate/intimidate/con our way past the Chamberlain – that is, there is no such thing as an unbeatable social challenge - but the same does not extend to a combat challenge. Especially when this is interspersed with admonitions that we should be letting the gameplay drive the determination of whether we are engaging some challenges (all challenges?) through social or combat means.
I don't understand what you mean by "the same does not extend to a combat challenge". I've stated on multiple occasions that I wouldn't frame default 1st level 4e PCs into a conflict with a default 4e Ancient Red Dragon precisely because the players of those PCs would have no chance of meaningfully affecting the fiction within the scene.
The same is true of the chamberlain. If you think that it is absurd that a chamberlain might be influenced by 1st level PCs, then they are not going to be framed into such an encounter. I personally don't take this view, however. As I've also stated upthread, multiple times, 4e does not by default assign a level to chamberlains. And I think there is nothing at all absurd about 1st level PCs dealing with the chamberlain if the fictional positioning otherwise makes sense; not every king is so exalted as to not be able to meet with commoners.
Or it contradicts the setting backstory (backstory we don’t, because we are dealing out of context, have). When the party arrived, I perceived them seeking the blessing of the good and noble king for their quest. When that scene ended, do they still even want that blessing? Their quest seems to have vanished as an element of play with all the new issues raised
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The players previously had no idea dragons/drakes are ever seen in the city, but now we find they routinely visit the King to collect tribute (including, apparently, his subjects). It’s unreasonable that the players don’t know in advance whether they have any chance, or whether it is likely, to get an audience with the King, but it’s perfectly reasonable that the kingdom they perceive as noble, righteous and secure is actually routinely trading, in a heavily populated area, with dragons they must appease at any cost.
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The scene either created or modified substantial backstory and set up challenges very different than those the players began the scene focused on (ie their Quest).
I don't see any reference to "good and noble king" in post 1403 in which [MENTION=6696971]Manbearcat[/MENTION] describes the framing and resolution of the scene - the goal is described as "to get to and convince the king to act or sponsor/deputize them, or grant them resources/assets/hirelings". That is pretty standard, I think - the goal is to achieve a certain ingame outcome, not to achieve a metagame-level rewriting of the king's backstory.
That success at the goal turns out to bring its own complications with it is pretty fundamental to indie GMing - as per my quote upthread of
Eero Tuovinen:
The GM describes a situation that provokes choices on the part of the character. The player is ready for this, as he knows his character and the character’s needs, so he makes choices on the part of the character. This in turn leads to consequences as determined by the game’s rules. Story is an outcome of the process as choices lead to consequences which lead to further choices, until all outstanding issues have been resolved and the story naturally reaches an end.
What is distinctive about the "indie" technique is that the complications and secret backstory - such as that the king has been trafficking with dragons - becomes relevant as a consequence of play, rather than serves as an input into action resolution via affecting fictional positioning in ways that the players aren't aware of.
So yes, it would be unreasonable - in this playstyle - to frame a scene which the players cannot impact, and hence they do know in advance that they can impact it; but it is not unreasonable for new backstory, even pretty wild backstory, to emerge from play. That's a good part of the point of play in this approach.
And I don't see why you say that the scene sets up challenges different from the dragon-slaying quest. It seems to me to have intensified the stakes of that quest - if the dragon isn't slain, the whole town might be destroyed in revenge for the sacrifices not being provided!
It seems incongruous to me that, after our wily rogue gathered info on the town and the kingdom, let us assume successfully, that no indication of these Drakes came to light, that the King is viewed as good and righteous, and that his vigilence means we all sleep securely in our beds.
I missed all this stuff. Where did Manbearcat indicated that this had happened?
Manbearcat said:
Bluff - As the drake is preparing to tests its torn wings for flight, the Rogue saunters over and picks up one of its dislodged scales from the floor. He pulls a (useless) scroll from his belt and in the same ancient tongue, he threatens the drake with a powerful geas ritual of nslavement should the drake play a part in any retribution against the people of the city. He spends an Action Point and uses Resourceful Action (+ 5 due to roll), ensuring success.
As a rattled drake flies off . . .
The goal of the specific roll in question, which succeeded, was to avoid retribution on the city (or at least that is how it was presented in context).
I don't read it that way at all. Manbearcat doesn't tell us exactly what the player framed as his goal, but it looks to me like the goal was to drive the drake off by making it think it had been cursed. And that succeeded - the drake flew off, and didn't return within the context of the scene. But I would be gobsmacked if anyone involved in resolving that skill check thought that by succeeding at it the city had been saved from retribution.
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pemerton said:
I am always looking for ways to use my resources, as a player, to maximise my ability to impact the scene, and want mechanics that ensure that doing this will express the distinctive personality of my PC.
And this is where I see “tactics override personality”. I want a game where PC’s can have strengths and weaknesses, where they may well make suboptimal choices tactically because that is where their personalities would lead them, and where the game play is capable of accommodating this.
Your response seems to come from a very strong "mechanics as process simulation" perspective - so that if the character does something which is, within the fiction, tactically suboptimal, then you as a player have foregone your chance to have an impact on the fiction.
Part of what I mean when I say that I want mechanics that will mean that using my resources to maximise impact on the scene will also express personality, is that the mechanics will include what ever metagame, non-simulation component they require to achieve this.
This is quite orthogonal to PCs having weaknesses. The PC whose sheet I posted has weaknesses - for instance, he is not very perceptive of the emotions and attitudes of others. But if the GM frames me into a situation in which, in order to impact the fiction, I must know what some other person is thinking or feeling, then I will make my Insight check, even though I have a good chance of failing.
What I won't do is voluntarily deprotagonise my PC. Given that the point of playing the game, for me, is to impact upon the fiction via my PC, it would be self-defeating to deprive myself of the capacity to do that.
Let us assume that the “tactically best choice” in further negotiations with the King is to offer him a way to just sweep the whole “commiserating with dragons” thing under the rug, or even to allow it to continue – that’s the best way to get what we want to continue with our quest. Is it good role playing for the Paladin to take that route, or would good role playing see him take a more difficult approach, or perhaps even forego the King’s blessing rather than compromise his beliefs?
I must not have been clear. If the mechanical build of a paladin, in conjunction with the action resolution mechanics, mean that the mechanically most effective way for the player of the paladin to impact the fiction is in the way you describe, then
I think there is something wrong with the mechanics.
So when a situation arises where the better tactic is to seek an understanding and accommodation, does your Paladin still (in a tactically poor approach) use his typical overbearing approach, or does a hand on his shoulder and a cautionary word from another party member cause him to override his personality and shut up for the scene so those with better Insight can bring the best tactical approach to success?
As I said just above, this is up to the framing. If my PC is present in a scene then I would expect the GM to frame it so as to engage my PC. How I would respond would depend upon that framing. An obvious default would be to politely ask my comrade not to touch me, and to persuade the NPC in question of what is needed or expected.
Part of what may be causing some communication issues here, by the way, is the idea that, in the situation, there is a "better tactic". I'm not100% sure what you have in mind there, but to me it has at least hints of preconceived ideas, on the part of the GM, as to how the scene will unfold.
Do the PC’s commonly give something for nothing? I think they commonly act to advance their own agendas.
That depends pretty heavily on the PCs in question.
The PCs in my current game have saved a couple of major towns and their hinterland from goblin invasions, stopped gnolls running rampant through that same hinterland, helped some elves recover stolen idols from a black dragon, redeemed a fallen paladin, reestablished an abandoned temple, rescued a drow outpost from Orcus, and stopped Miska the Wolf-Spider's attempt at escaping from Carceri (which admittedly they also inadvertantly abetted somewhat), all for very little reward.
Their agenda is pretty much "save the world from the impending Dusk War", although they have different views about what saving the world actually involves.
The PCs in another campaign I mentioned upthread, who helped invaders conquer their hometown, were quite different. The more admirable of them still agreed to betry his hometown in return for a promise of (moderately) high office and a (reasonably nice) house.
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Could it be an awesome game? Sure. Is this somehow superior from discovering the obstinate Chamberlain will not let us see the king, and needing to regroup to plan how to deal with that issue? Not automatically. That could also be an awesome game.
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I don’t find it any more conducive to a good game whether created by the GM or a player.
I don't really understand why you frame the discussion in those terms. Manbearcat is not trying to persuade anyone to play like him. He's just trying to show how certain techniques are used.
I frankly doubt that [MENTION=17106]Ahnehnois[/MENTION] would find a game involving Manbearcat's techniques awesome. And I know I would not find the game with the obstinate chamberlain on whom I can have no impact via my PC awesome. In fact I would quite dislike it. That's the nature of different styles - we don't all find the same things awesome.