Very, very different play experiences.
Part of the issue here, for me at least, is that the 4e games I have witnessed and the players I know who enjoy it, aren't playing that way. Which is probably why I'm interested in your viewpoint and play style. I haven't come across it in my circle (which started in Maine and now is in Maryland).
I'll try to address your example (perhaps not satisfactorily, but I'll try). Consider your use of it for the dogs as an Intimidate augment to your Nature check. You ended up cowing/wrangling the beasts with an aspect of territorial domination until their masters gained control. No damage.
I can't recall exactly how it was resolved in your Transition Scene but I believe you were successful and therefor your intent should be realized. If you just want push a foe, cow a foe, intimidate a foe, challenge a foe, and the keywords and mutable fiction of the power (and the fictional positioning external to you) allow for it, you've earned the realization of your intent.
If we're breaking out the combat resolution mechanics and you want to knock someone out or don't want the NPC damage to be meat, you are free to stipulate that. They'll still take "HP damage" as a metagame resource to adjudicate the resolution of the conflict. However, you've earned the right to stipulate what that HP damage means.
While I agree with you based on play style, I didn't see anything of the sort with the way the powers and abilities are displayed. It seems to me that there might be a conflict here. One of my issues in D&D in general (any edition) is that not much thought has been put into developing abilities, powers, spells, etc, that both work within the combat framework and the non-combat framework. It's an issue I've brought up before in other threads. What are the inherent functions of say sneak attack, that also carry over into a non-combat situation? Is it simply an ability to perceive weakness in others and exploit it? If so, how can "sneak attack" be used to facilitate that experience outside of rolling an attack roll. 4e powers were an amazing opportunity to explore that further and they didn't. What is it about CaGI that can also carry over into the non-combat arena? And how do you go about presenting that in a way that doesn't require DM interpretation and altering the power itself during play (which seems more like a band-aid for the issue, instead of a cure). I guess this goes further into materializing intent through abilities. When I use the ability in combat or out, my intent is clear. I didn't feel that was necessarily the case when caring over combat powers into skill challenges.
By my way of looking at it, Skill Challenges are just a conflict resolution system whereby the GM dicepool is a passive, mean roll (to keep challenges tension-inducing and climactic) and the player dice pool is the d20 version with augments by way of perishable powers/healing surges (rather than perishable extra dice).
I may never be able to convince you that my way is the designers intention (even if you read DMG2 and NCS start to finish), but I think I could convince you that its an awesome way to play that is so functional with respect to the RAW ruleset that the apple couldn't have fallen too far from the tree
I don't disagree with you that the tools are available, only that if it were the intention, more thought would have gone into the system to make it explicit in the presentation of powers, rather than in either DMG advice or overall structure components (encounter powers and healing surges). I would guess that it was more luck as a result of trying to find individual component ways of (such handling issues in design as not relying on healing magic and balancing abilities between classes).
I agree. It would be horribly disfunctional for 3.x style of play. I GMed 2 long campaigns in 3.x, from its embryonic stages in playtest through late 2006. I played these while I was learning and honing indie techniques with Sorcerer and Dogs in the Vineyard (after having played Over the Edge prior).
Truth be told, I don't feel at all that the 2 playstyles advocated for by the designers in the 3.x DMG are in any way the right approach for the ruleset; the 1st being "kick in the door/back to the dungeon (step on up) nor heavy GM force play. 3.x runs extremely well from level 3 to level 10 as a process-sim sandbox. The ECL system is very functional, the objective task DCs and the math of the system are in-line, iterative attacks aren't demanding non-stop deployment of a FAR (full attack routine) thus turning combat into "stand there and hit the HP tofu to death", novas aren't out of control for all parties, BBEG can still kinda be martial characters, Spell DCs versus Saves math isn't borked, the game hasn't turned into 50 % acounting and 50 % play (and 100 % agony as I try to predict spellcaster rocks and scissors and paper to my paper conflicts), and PC spellcasters aren't utterly dominating play (topical!).
If you can have a gentlemen's agreement to keep WoCLW out of the game, then level 3 - 10 play is a delight to run as sandbox, process-sim.
I agree.
This is very insightful commentary and I'm glad you brought this up.
Its a decent bit of GMing principles and how I run 4e; "escalate, escalate, escalate" and "every moment, drive play toward conflict." I find that the best 2 gears of 4e are Die Hard and Indiana Jones.
That being said, a decent chunk of your sense of this was also the PBP platform that we had to work with. My home games certainly have trasition scenes with regrouping and reflecting, specifically after a notable campaign win or loss.
I'd have to play it over a series to really determine whether that level of play is something I would be interested in long term. It's certainly how I run one-shot scenarios.
I'm also glad that you brought this up. Part of this, I think, is (i) dispirate thematic content embedded into the PCs such that premise to be addressed was "up for grabs" and interest and (ii) lack of formal Minor and Major Quests. Players and GM composing those tier-spanning stakes and objectives together make for clearer, tighter focus.
Further, we were as close to "no myth" setting as possible. Almost everything was "up for grabs" here and I was working off of specific background cues and in-play cues to compose conflict and adversarial situations that I thought would "push play toward conflict" that people wanted to engage with.
Ultimately we needed an antagonist because it didn't appear that we had the commitment to see the conflict through to the dragon. That antagonist needed to have meaning. Where did I find meaning? I found it in Thurgon's backstory on the shadow passing over the Iron Tower and the nebulous circumstances of the immediately preceeding Lord Commander. I found it in Lucann's extremist, xenophobic backstory and the loved ones he left behind to master that side of himself once he confronted that he felt his current ideological leanings were wrong.
There is your adversary for our short play.
You I wanted to find out if Thurgon was a man you could believe in and follow and we'd only find that out in play. Quinn I wanted to find out if he could be inspired to believe and tempted to hope or if he would succumb to his dark, nihilistic leanings and become a villain (I secretly hoped the rushing waters of the hazard would throw him over the edge...and he would "die"...and I could use him as a primary antagonist later, resurrected in the same dark form as the dryad!). We would also only find that out in play.
This is simply a preference issue, probably more so that a play style issue. I much more interested in keeping character outside of play, especially when I'm a fellow player. When I run games I'm a little different. I enjoy the shared experience of achieve group goals, but have no interest in listen to other players explore their characters during play. Pass. Outside of play (or through transitions scenes) develop away.
I think back to a game that I played in years ago. My character, a cleric, was interested in setting up his own temple and contributing to the welfare of the city. I did it all outside of play. I bought a temple, even paid the entire cities taxes one year. Zero amount of time was spent on it during play. It wasn't related or relevant to the story as a whole, only my small piece of it. When I play, I like to play that way. I don't want the game to get bogged down with individual objectives when we're playing a group game. If it doesn't concern the group, move on. In the case of Lucann and the Druid, I felt that way. Move on. Which is probably why I avoided the entire thing. If Theren had been over there he probably would have stuck his spear into the dryad and moved on (more because of my player preferences than a character reaction).
When I DM I'm probably more interested in exploring character, but it's still a fine line between a game played by 4 individuals and a game played by a group. As I said though, it's a preference thing and not a play style or game system thing.
You may want to give 13 Age a spin. I would suggest Dungeon World but I'm not sure it has enough crunch for you (given you are drawn to 3.x). Having GMed it a fair bit at this point, in play, it is considerably different than 4e; "fail forward" but no noncombat conflict resolution mechanics and combat is considerably less dynamic. Thematic hooks comes from Icons, One Unique Thing, and Backgrounds (all which deliver some measure of authorial control to players) rather than Backgrounds, Themes, Paragon Paths, Epic Destinies and Quests.
It may be your thing.
Dungeon World is a bit too binary for me (It reminds me of Zork). I do need to pick up a copy of 13 Age but I'm hesitant because I'm not sure if the fluff can be removed from the mechanics without replacing the fluff with the same thing (I'm thinking of Icons). But I haven't checked it out yet, so I don't really know. But if it was generic enough it might be interesting.
This is also something else I wanted to address. I don't know precisely how play would have turned out if we had continued. Quinn may have evolved into an antagonstic figure and become either an anti-hero or @
LostSoul may have groomed him to be a climactic villain and given him to me later (while he composed a new PC for play). Perhaps Lucann would have been able to rally the Eladrin to aid the humans. Perhaps not. Would the PCs have been able to save the large number of refugees from the flooding Undercity? Don't know. I doubt that you guys would have been able to save a large percentage of the refugees while simultaneously beating back the dragon in the Royal Tower. However, I'm quite sure that if Thurgon and Theron would have been able to fight back the dragon in the towar and rescue the King (again), the city's defenses would have been renewed. I'm quite sure Thurgon would have driven play toward a reckoning to be played out in the following days whereby the PCs (likely with the King) rushed into the breach, beat back the sieging forces and confronted the dragon in a final showdown in an outlying watchtower with crumbling battlements (or something like that) as it refused to give up the battle it should have rightly won by then. Beating back the siege would have likely been a hard Complexity 5 Skill Challenge with nested challenges if you split up for whatever reason (eg Quinn and Campbell on stealth missions to destroy enemy artillery/siege engines or slay generals). And the Dragon BBEG fight would have been difficult and dynamic in the extreme (probably with recharging harpoon ballista to ground the dragon (save ends) or something). It would have been cool.
How the city, their armed forces, their relationship with the Eladrin of the Feywild, and their king faired after all of that, I know not.
All good stuff, with the exception of the "anti-hero" possibility. Not something I'm personally interested in. It goes back to "team game" versus "individual characters." That's just where I am now. Who knows if my tastes will change as they have before. I'm just not interested in exploring character conflict during my limited game time.