But I posit that in a fantasy RPG with 12th level PCs, who are (in virtue of that fact) comparable to Aragorn or Conan or Merlin or Ged in terms of the scope of their prowess within the fiction, that a reluctant Chamberlain whose reluctance is a result of being a gebbeth under the control of the corrupted Court Mage is more exciting!
Yet if the reluctant chamberlain had been a gebbeth under the control of the Court Mage from the outset (ie not an Indie model), we are back to the chamberlain whom the PC’s cannot persuade, for which the GM was vilified many pages back in this thread.
As I reflect, I start to see why this approach does not sit well with me. The PC’s cannot truly fail at diplomacy – there must be some other reason their efforts are unpersuasive to the Chamberlain. So let’s look at this from another angle, since their die rolls set not their success in leveraging their own skills and abilities, but the backstory of whether their skills and abilities could succeed.
Instead of a 2, our Diplomat rolls a 20. Is he the greatest, most persuasive diplomat in his generation? Well, he seems to think so. But really, this just meant the Chamberlain was ready and willing to be persuaded, so let’s assess why. Really, he is not the snivelling toadie he may pretend to be. His months of scheming, plotting and planning are complete, and he is ready to implement his strategy to overthrow the Evil Oppressors (EO). But, should that plan fail, the repercussions to the people will be horrific.
But wait – he can perhaps use these raggedy ‘adventurers’ to provide a measure of plausible deniability. If they implement his plans and succeed, the EO’s yoke is thrown off. If they fail, then he and the King, of course, KNEW they lacked the power and cunning to be a threat to you, My Overlord, but we thought it best to feign complicity, just in case, in our own weakness and folly, we erred in our assessment and they might present some minimal threat to Your Lordships. We could then warn you. How fortunate that they were instead as nothing before your might and genius.
So he pretends to be impressed by their insipid, stuttering excuse for a speech, admits them to see the King, subtly passing the message to His Majesty that these may be useful. For the remainder of the skill challenge, a PC successful roll means they have been subtly lead to espouse the plans of the Chamberlain, believing the ideas to be their own. A failure means they have strayed into their own, much less considered and pitiful, strategems, and must be steered back. If they succeed in the challenge, this means that they have adopted the Chamberlains plans as their own, and can now implement them. If not, they are too stupid to pick up on the subtle threads laid by the Chamberlain, so they are dismissed as even the role of unwitting dupes is beyond their meagre skills.
All I did was mold the backstory consistent with the die rolls, right? Tune un next week for more Adventures of the Wise Lord Chamberlain, sponsored by Bryl Cream – a little dab’ll do ya and stay tuned for the evening news.
The war troll was an object of interrogation. The guard dogs were just that. The reason we were not granted an audience wasn't because we weren't genteel enough, but because of political opposition.
Is it logical that there are attack dogs running through the Royal Court and a War Troll being interrogated in a cloakroom? Or were you somehow lead to meet the Chamberlain in the Royal Dungeons to discuss an audience with the King?
Plus, the whole notion of "adventurers" is one that I find problematic - it's fine at the metagame level, but you are using it in a way that implies it has some ingame meaning. In the scenario we played, my PC was a Knight Commander of his order who had been rallying the defenders of the city,
Which again departs from the scenario originally set, that of a Chamberlain reluctant to grant an audience with the King to these personages who were poorly known to him, if at all. Now we are seeking to write credibility with the Royal Court into the PC’s backstory. This creates a different dynamic from that originally under discussion.
This challenge was resolved, in part, via diplomatic means: we argued with the chamberlain
Unless I misrecall, one diplomacy check was made. After that the PC’s efforts shifted to causing guard dogs to attack a poor serving girl, then to causing an attack by a War Troll conveniently being interrogated two doors down. Do you normally track attack dogs through the kitchens while torturing prisoners of war (I recall braziers and acid in that room) nearby? And I am supposed to consider this far more logical and rational than having someone in the Royal Court who can manage a Detect Magic spell?
and then, by defeating the war troll - whose attempts to go wild had been exacerbated by Quinn's mind control - persuaded other members of the war council that we, rather than the chamberlain, had the right policy.
Let’s change the facts just a tiny bit. IIRC, the PC’s did not know the Chamberlain was anything other than the Chamberlain when Quinn decided to goad the War Troll to attack him, causing his death. He and the other PC’s then leveraged that into intimidating the rightful leaders into taking their guidance. Sounds like the start of a classic villainous plot to take over the kingdom – when do the heroes show up to thwart their evil plans?
Thematically and in basic dramatic strcuture, the scene could be compared to the Gandalf/Wormtongue/Theoden scene in The Two Towers, only with more crazy violence.
So how did we get from a diplomacy/social challenge to a problem once again resolved by violence? To me, much of the point of the “reluctant chamberlain” scene was that it COULD NOT be resolved by slashing someone with a sword, which meant the fighter was out of his area of expertise.
I don't know why you say this. Quinn came close to being stopped at the start of the adventure, when he got in over his head in the city sewers. And then, once the dragon shattered the dams above the city, he nearly got swept over a cliff by rushing waters (Thurgon saved him).
I say that because it was flat out stated that Quinn’s build, coupled with the game rules, rendered him immune to detection by anyone but the Court Wizard (main adversary), and his magic skill roll was extremely high, making its success a near-certainty.
To the other issues, I was looking for the actual scene under discussion – the Reluctant Chamberlain. This is the section I read and commented on. I’m unclear how being threatened with violence or being carried away by a flood indicates the character’s enchantments and illusions were not unstoppable. They were simply ill suited to the task at hand. Over the course of a whole adventure, rather than a single scene, I’d expect some opportunities for that 3e Wizard to use Charm Person in a manner which would not antagonize or offend an ally, and I’d expect scenes where all characters, spellcaster or not, shine and scenes where they are out of their element. The complaint raised in respect of the Reluctant Chamberlain a hundred or so pages back was that the Wizard dominated with his Charm spells, unless he was “heavy handedly” detectable and his spells considered an attack or other offensive action. Here, the wizard is not detectable, his spells don’t seem to fail (at least against human opponents, where diplomacy is actually capable of success).
Now, the gebbeth presumably renders his spells ineffective, but it equally renders diplomacy ineffective. Instead, we have to think of an approach that does not involve us getting access to the King through the Chamberlain, just as if the normal, human chamberlain were immune to diplomacy and Charming him were an offensive act likely to be detected if undertaken in the Royal Palace. What is different? As near as I can tell, the only difference is the speed with which the scene shifts gears.
I don’t find a fighter saving a wizard from a floodtide any less likely in a 3e, non-indie game, myself. [Are we still discussing balance between spellcasters and fighters, or are we discussing 3e vs 4e, or indie vs non-indie, or pre-fab background to background crafted in play, or something else?
These claims are both wrong. Furthermore, the second one seems simply to be made up! It has no connection to anything Manbearcat actually posted.
To me, the ready ease with which the social challenge of persuading the Chamberlain to allow the PC’s an audience with the King was transformed into a combat challenge indicates "you can use pretty much any skill to succeed in a skill challenge". Many pages back, we saw a diplomatic mission open with an archery roll. You have also argued (not without contradiction by some more versed in 4e than I am) that the GM should be flexible and dynamic, rather than having a fixed list of skills which can resolve the challenge. But obviously you draw a line somewhere because, although charming a Troll to slay a member of the King’s Court seems an acceptable means of approaching a social challenge, my half orc’s belching skill is clearly not one for which you are open to flexibility.
Why can’t his roll of ‘20’ mean that the Chamberlain, as suggested upthread, previously served in a culture which greatly valued belching, considering it both a compliment and an art form, just as a ‘2’ in a Diplomacy roll indicates he has been replaced by a magical simulacrum loyal only to the evil Court Wizard?
It's true that the encounter was framed by Manbearcat in a way that spoke to the inclinations - both story and mechanical of the PCs - of the PCs, but that is the whole point of "indie" play, and also refutes your contentin that this scenario could be designed on a non-indie model. There is no non-indie way of framing a scenario to respond to the hooks built by the players into their PCs, and then adjduciating and evolving it as it unfolds in a way that maintains the pressure on those same points and invites the playes to thereby push towards resolution of the thematic elements built into their PCs. Because to run a game in this way is precisely what the "indie" style, as characterised by me well over 1000 posts upthread, is all about.
Are you seriously saying that only in an Indie game is it possible for an adventure to be designed around the abilities and personalities of the player characters, because that’s sure what it reads like. To which PC hook does a war troll prisoner breaking free and slaughtering the very person we were seeking to negotiate with play?
I have answered this multiple times upthread. There are rules for skill challenge construction (how many checks required at Easy, Medium or Hard difficulty) and then DC-by-level charts to assign numbers to those different degrees of difficulty.
Again, I’m no 4e expert, but this sounds to me like replacement of GM judgement with mechanics. I have seen other comments that 4e creates a very balanced game environment by making challenges very mechanically similar. And, again, who decided whether it was Easy, Medium or Hard to persuade the Chamberlain? Did the rule book tell us this? What basis is used to make that determination?
Two, presuming that the people at the table are incapable of choosing interpretations that make sense to the table so all interpretations must be either dictated by the mechanics or the DM.
I agree with the rest of your comments, and to some extent this one. However, I also think that the GM is one of those people at the table, and it should not be presumed that he is any less capable of choosing interpretations that make sense. Your posts tend to come across as presuming the GM’s primary, if not only, objective is frustrating the players. The GM is typically at least as capable as the players of making good, appropriate interpretations (as he will generally be experienced, he is in many cases more capable, although in some cases there will be one or more players even more capable of making good interpretations). Players are quite capable of arguing interpretations that are bad for the game as a whole. And sometimes, decisions must be made, so someone has to make the call, ideally after hearing the views of all at the table. If that is not the role of the GM, whose role should it be, and why?
I enjoyed the game; the action scene with the dryad was very tense. It was rewarding to try to change her mind instead of simply bashing her into the ground.
I fail to see why would it not have been rewarding to try to change the Chamberlain’s mind, rather than have a game model which makes it simple, as near as I could see, to turn a social challenge into a situation easily and successfully resolved by violence? And how does negotiation with a dryad differ from negotiation with the Chamberlain in that regard?
Reading over the posts, starting at #61 (reply to failed diplomacy check), the negotiations effectively ended at that point. Next, the dogs broke loose, a decision made entirely by the GM – I thought the players were expected to drive the action in Indie play. The GM seems to have moved the action from negotiation to violence unilaterally.
The GM next changed the skill(s) chosen by the player in respect of Sheadunne’s actions. I thought players decided which skills to use and how. This cowed the dogs (and the exact same occurrences could, in my view, take place in a typical 3e game, with Handle Animal or Animal Empathy (a non-spellcaster ranger ability) advancing the negotiations through a GM-orchestrated event (the unexpected attack by the dogs).
Rather than return to the social challenge of the negotiations, the GM added in the dog not being reined in, and the new door, and Sheadunne added the War Troll (it seems negotiating with the Chamberlain was really not on the agenda any more).
It is then the GM who actually returns to the focus of seeing the King in post 67. No PC action seems to cause the people to rally to get the Knight in to see the King, rather than reacting to the War Troll. Once again, what happened to “action driven by the PC’s and challenges placed by the GM”? Plus, hauling the troll up in this manner seems to indicate the people the PC’s are trying to ally with aren’t really very bright. The Troll had no difficulty making himself into a menace, and it seems like that would have been just as easy with or without the PC’s.
Quinn then deliberately tries to get the Troll to attack the Chamberlain, goading it to break free and become an even bigger threat and it kills the Lord Chamberlain. Why would we expect a court functionary could withstand an attack from an angry War Troll?
To me, the GM then lets the players off the hook, deciding that it was actually a good thing to kill the Chamberlain. Once again, this seems a decision made entirely by the GM, if anything reducing the challenge against the PC’s by having the impediment to their goals eliminated in this manner, and making it a good thing that Quinn effectively manipulated his execution.
[ASIDE]It also seems from the scene setting (#59) that we don’t have PC’s attempting to see the King under typical circumstances, but a very desperate ruling class, so while an interesting scene, it seems far from the originally presented “reluctant chamberlain”. In particular, the goals of the nobility have been much more closely aligned with those of the PC’s. This does, however, better explain the presence of the dogs and the troll.[/ASIDE]
So let’s summarize – the players and GM looked to be having a blast, and I expect I would have enjoyed the game as a player as well, so it seems like a great game.
It does not, however, seem like player-directed action with the GM serving simply to arbitrate and describe (Pemertons description of Indie), nor does it have the feel of negotiations with a reluctant chamberlain. It also does not seem like an arc of play that could not have played out in a 3e game, outside of the unusual aspect of no combat with the dogs or the Troll, which I believe was a deliberate departure from the norm based on manbearcat’s comments on experimenting with combat resolved under the skill system rather than the combat system.