Although I have a clear preferred style (and there are surely other styles that I haven't mentioned, such as exploratory sandboxing) I've tried to be fair and sincere in my characterisation of all three.
Clipped the style descriptions. I think that’s a fair and reasonably objective presentation.
I think your comments here are a (strongly worded) response from someone who prefers "wargame" style to someone who prefers "storyteller" style. From the wargame (or indie) point of view, all encounters in the storyteller game are in a certain sense "rocks fall" encounters, in that the role of the GM in framing them, and then adjudicating them by reference to the roleplaying responses of the players (to which mechanics may be very secondary, especially outside of combat), is the most important determinant of how they resolve.
I think there are styles within these styles. For example, wargamer style can be a team style, more individual style or even Player vs Player style. The GM can be a neutral arbiter or an adversarial presenter of challenges (“winning” by racking up PC body counts and TPK’s just as the players “win“ by overcoming the challenges set by the GM an accumulating wealth and/or power, ideally to a level that they win future challenges more easily).
Some wargamers are about power fantasy and glory in their characters crushing their enemies easily, while others would be bored silly by such scenarios as they face no real challenge.
In that play style, it may be true that a wizard player is "coddled" - that the GM does not frame and resolve situations so as to put pressure on the player of that PC to really push the limits - and it may also be true that a fighter is more powerful than a wizard - because the fighter player might engage the GM's fiction more energetically and enthusiastically than does the player of a wizard.
I think here we get the “let the chips fall where they may” aspect of wargaming juxtaposed with the player investment (and often GM/campaign investment) a storyteller.
I have more difficulty with indie style, however I read this almost as a cross between the two, where there is a story (or many stories) to be told, but they are dictated by action resolution mechanics. Are you interpreting “storyteller” as being a single, predestined storyline that all around the table are dedicated to acting out and moving to resolution (I hate to use “railroad as it’s a loaded term), with indie being lots of possible storylines, any one or more of which could resolve in any number of different ways?
(The particular example Wiseblood has given also has another subtext - the collision of "storyteller" playstyle with the remnants of "wargame" mechanical design - and so there are worries that if you push the wizard player to hard in story terms, you might get an unhappy result in mechanical terms, namely of a failed Fort save or death by hp loss. From the perspective of "indie" players, eliminating these contradictions between story aspirations and mechanical possibilities is part of getting the maths right (to borrow Neonchameleon's words) and thereby reducing the role of GM force and allowing story and mechancial possiblity to become more integrated as Manbearcat has talked about.)
This also flows into the historical evolution where low level wizards have moved from weak, easily killed characters, but if you survive that challenge, you get rewarded with greater and greater power, to being more balanced, playable characters at lower levels. The question posed by threads such as this is whether that has been properly effected at the higher levels by removing that reward in a manner commensurate with the reduced risk at lower levels. The “if you survive, you become very powerful” aspect of the wizard was a wargame mechanism, to be sure.
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pemerton That is quite an excellent and thorough post 182. Can't xp so if someone could cover for me.
Sorry I can’t either.
You've done a great job in tying it all together. I would like to hear how the various parties (the ones that you mentioned as well as @
Dandu and @
N'raac) in this thread feel that you've pinned down their table agendas and if it comports with how you predict their "Fighter vs Spellcaster" position comes together (here and in play).
Good question. I think we’d (my group) fall into a bit of a blend. Tactical combat, as a wargame aspect, is definitely there. We’re not huge optimizers, and favour characters with personality over the mechanical best choice, both in character design and execution (“no, I don’t care that the best tactical choice is X – my character would do Y”, as opposed to “how could anyone with a 20 INT ever choose to do something less than 100% optimal”). We’re a pretty laid back bunch, content to let the story lead us on. I don’t really know which pool that puts us in, and there’s probably some variance between the individual players.
What pemerton is referring to is the legitimacy of the engagement of the resolution mechanics as arbiter of "what happens in the fiction" when a conflict manifests versus GM fiat/force as arbiter. "Rocks fall. You die." is problematic for you (and me) because its either framed (arbitrarily, without context/foreshadowing) as an unwinnable challenge and engages the resolution mechanics with impossible odds of success...or it doesn't engage the resolution mechanics at all.
There’s the reverse position espoused here by “the wizard is omnipotent – all challenges fall before him and any interpretation that says otherwise is just wrong”. The player causes the rocks to fall.
GM fiat/force as arbiter. Contrast that to a healthy dose of foreshadowing/context and functional mechanical resolution of the hazard that allows PCs to deploy strategic countermeasures and, failing that turning out, engages the resolution mechanics to determine how the PC build choices (defenses/HPs/suite of relevant actions) interfaces with the attack/damage/status effect thresholds of the hazard.
Every encounter, from social to combat, can be mapped out in the same way as the infamous "rocks fall, you die" "encounter." Suzy the player has great charisma, social skills, understanding of the human condition, and is extroverted. Her Orc Fighter, Bracka, has an 8 Charisma with no social skills to speak of. Andy the player is the inverse of Suzy; uncharismatic, socially awkward, aloof, introverted. His suave Half-elf Bard Don Juan has an 18 Charisma and a full suite of social skills/powers etc. While Andy is a quiet wallflower, Suzy regularly dominates scenes of social conflict because the GM is moved by her (the player) adept roleplaying and re-framing of the situation. He either engages the resolution mechanics with such considerable looseness/lack of stringency that Suzy cannot lose or he doesn't engage them at all because "rollplaying, not roleplaying."
In the same way that GM fiat forces "death" upon your character in the "rocks fall, you die" exploration scenario (and your character's fictional positioning is now "dead"), the fictional positioning in the social scenario above represents Suzy's Orc as "Face of the A-Team" and Andy's half-elf as "the mousey girl in the corner at prom", because conflict arbitration by way of GM ruling (putting the onus on "roleplaying not rollplaying") overrides/circumvents the action resolution mechanics (which interface with PC build choices).
Not sure whether that’s Indie, Storyteller or Wargamer. I think Wargamer could go either way (“I built my character with these skills and abilities – engage the mechanics so I win” or “My brilliant play of my character should clearly provide my character with a huge advantage, thereby overriding the mechanics so I win”).
Indie (storyteller?) seems more likely to focus on “I built a character with great (poor) social skills – the game should therefore result in success (failure) of my character in this situation”, not in Suzy making an eloquent speech on behalf of Bracka.
Anyway, Mabearcat explained my point. There are ways of framing an encounter which challenges without killing a wizard, provided the GM is prepared to do things a certain way. For instance, a high level caster (NPC, lich, dragon, whatever) casts some sort of Hold or Paralysis spell on the wizard, and then toys with him/her while whatever else the table things is interesting unfolds. 2nd ed AD&D modules are full of this sort of stuff.
However, the wargame mindset…well,
irst, Hold X is Mind-Affecting and Paralyzes, two things I'd hope any wizard would have protections against. Even if not, it doesn't stop Teleport/Door/etc, so the wizard can still get the hell out. Second, I don't know about anyone else, but I can't take seriously casters who can't act like their mental stats. If a high-level caster has a wizard at their mercy and doesn't have a damned good reason not to kill or Dominate them, I'd expect they'd do so.
The wargamer sees only tactics. The Evil Overlord would not gloat over his prisoners, because the tactically correct move is to execute them. He will carefully and accurately assess their power, and the possibility they could cause him problems - he will never make an error due to underestimating the heroes. Screw genre conventions – tactics over all!
These are the players who, as the campaign reaches its crescendo, interrupts the GM’s half completed description of the Master Villain twirling his moustache as he begins his monologue with “Enough flavour text – I waste him with my crossbow!” Their Lawful and Good Heroes liberally apply torches to the groins of anyone they suspect might have valuable intel because “that gives the best bonus on the interrogation charts”, and their personalities change with the wind as they see what approach will be the best tactic in the instant case.
Spend a skill point on Cooking skills? Not unless it helps me get poison into my enemies’ mouths – my character has no purpose in life beyond amassing ever more power!
Hold person does prevent speech, meaning a held Wizard couldn't cast teleport or dimension door, since both have Verbal components. There are ways to bypass the component, of course, but they tend not to feature in optimised builds because the opportunity cost tends to be too high. (And, of course, because as you say, you'd expect the Wizard to avoid being held in the first place.)
Well, the Omnipotent Wizard always has exactly the spells, feats and items he needs to resolve any hypothetical situation, however unlikely, suggested to him. So of course, he has a memorized Silent Spell, a chain of Contingences, the Sudden Silent feat and/or a Metamagic Rod in a configuration that it will work – after all, there is no way the Wizard would not be prepared for any and all eventualities.
“But wait, as it says so clearly on Page 47 of my character’s Standard Operating Procedures, each morning he washes his Ring of Teleport carefully, then swallows it with a Prune Juice chaser. Things should start moving any minute now, and then we’ll be able to Teleport on out of this dungeon.”