Gaming Pornography: Will 4th Edition lead to a more Realistic and Useful Game?

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pemerton said:
I agree with your well-articulated post about Warforged. Thus, as I noted in my post, I don't dismiss all d20/3E material as inconsistent with "humanist gaming". I nevertheless believe that there is a trajectory in the flavour of the game away from that sort of gaming into "gaming for gaming's sake".

Of the official gameworlds I really would put forward the Forgotten Realms as exhibit A: heros, villains, gods all seemingly disconnected from the realities of human life and human motivation. From what I know of Eberron, by contrast, its core materials at least seem to want to grapple with the themes of a post-war society - although I suspect it can be played in a non-humanist fashion. And the reviews I have read of the Eberron modules suggest that they don't do a very good job of exploring or devloping the themes that are implicit in the setting.
The situation with Eberron is one of the many reasons I disagree completely with the OP. If one is seeking for gaming that lets you explore the human condition, I'd say Eberron does so better than either FR or Greyhawk or any setting I've encountered, which is ironic (in view of the OP's claims about the newer edition(s), since Eberron was specifically written to work with 3e's mechanics and premises). With just the warforged you can explore issues of identity (especially existentialism), spirituality, gender (the existence of changelings and warforged in the same setting makes Eberron brilliant for that, if you want to), intelligence, etc. Throw in the aforementioned changelings, shifters and kalashtar and you have a huge amount of potential for such psychological delving. And then you have all the other races to boot.

On top of that you have a setting which is explicitly both analogous to and differing from 20th/21st century society, which settings with a more historically medieval feel lack and hence remain more divorced from our experiences and thus less fruitful for the kind of gaming the OP seems to prefer. The post-war nature of the setting and its emphasis on intrigue and political machinations is also especially rich for such an aim.

In short, there's absolutely nothing lacking in Eberron to achieve what the OP says he wants to. All it needs is some imagination on the user's part. Which is why any setting and edition is fine for doing what the OP wants.

And, oh yeah - what mhacdebhandia said above.
 

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Artoomis said:
Is that not a good thing?

Pretty much "No, it isn't."

I don't go to hang out with my friends, roll some dice, and explore some dungeons to be a better person. That's what I go to Mass for.

I would further laugh at and / or feel particularly uncomfortable with anyone who attempted set up such a game. I'll take my heavy-handed moralizing and "examination of the human condition" elsewhere, please.

Solve puzzles? Check.
Figure out how multiple years of campaign history are feeding into an upcoming conflict? Check.
Get a touchy-feely high as I realize that not all monsters have fangs, and maybe I should be kinder to my neighbors? No thanks. :blech:
 

CleverName said:
Wow, I really hope you are disappointed. No offense but I NEVER (even in '79 when I started playing) considered D&D REALISTIC.

Never.

D&D is its own weird, sometimes silly, fantasy RPG genre. If the game designers are successful they will amp up the D&Dness of the line, not its basis in reality.
outsider said:
I'm starting to think that people have been playing a totally different game than I have. Never have I gamed with a person that was trying to "learn about the real world", nor did we ever feel particularly edified when it incidentally occured. D&D has never seemed even close to a historical adventure to me. Maybe this is a phenomenon confined to 1st edition AD&D, and those that played it heavily. Almost everybody on the "reality" side of the arguement identifies 1st ed as their reference point.
Reading the OP's posts - for example, his account of the campaign involving alien giants, or that involving interdimensional cross-over and the relationship between magic and miracles - I don't get the sense that he is talking about historical adventure, but rather "humanist gaming". It's not a question of rules as such, but themes that the game supports. The objection to the growing emphasis on D&D's own (sometimes silly) elements is that these lead away from humanist themes. (Whereas real-world mythology, having been created by humans for human purposes, voices humanist themes in various ways.)

catsclaw227 said:
It seems to me that the OP is saying in all his postings that it's the SYSTEM that has made the game unrealistic over the years, but his supporting comments seem to say that he thinks it is the SETTINGS that have altered the game.

As far as I can tell, you can shoehorn the uber-fantastic or the realistic into any system you want.

But if he really is saying that the SYSTEM is at fault, then is he saying by proxy that Monte Cook is a pornographer?
Sanguinemetaldawn said:
That, I think, is the key point: the assumed basis for the ruleset.

<snip>

The setting has changed from a quasi-historical earthlike setting to...all kinds of bizarre things. Planescape, Eberron, Spelljammer, etc. The shift began in 2nd Ed with the settings themselves, but was codified and intercalated into the writing and design of 3E.

<snip>

To state concisely: setting = ruleset = style of play

And

OP style of play != 3E/4E ruleset because 3E/4E setting != 1st Ed setting

You may be right. But a game like OGL Conan shows that d20 mechanics can be used to support a game closer to what the OP seems to be interested in. As far as 3E itself goes, I think it's not so much the character build rules, or even the action resolution rules, but the reward rules (treasure and encounter design) and the implied setting that they generate that really does the damage. I think the pinnacle of this is the Epic Level Handbook, which implies that the only difference it makes to a person's life to become the most powerful fighter in the known world is that one's foes get tougher (and you move house to the city of Union, where every city guard is a 21st level Union Sentinel).

But other d20 material tries to go in a different direction. And it seems at least possible that 4E might also, or at least make it easier to do so.

mmadsen said:
I don't think the D&D rules have ever been considered particularly realistic, but most of the game used to take place outside the narrow confines of the rules. It took place in the game world, as adjudicated by the DM, not in the game system, as spelled out by the rules.
True to some extent. But the rules can imply a world even if they don't spell it out. For example, the absence of rules for superheroic feats implies, perhaps, that such matters are to be resolved applying our ordinary understandings of what humans are capable of.

But also (and I think this might be what you meant) the presence of rules can crowd out the gameworld. I think this might be true of 3E, though as I've said above I think the reward rules are the main villain of the piece.

mmadsen said:
(Also, as the game moves to higher levels, it seems to move further and further into the self-referential world of spells and magic items, and how those spells and magic items interact.)
A clear example of the rules crowding out the gameworld. Maybe I'm wrong above. Maybe these factors are serious ones on their own independent of the reward system. Now I'm not sure.

Doug McCrae said:
Jack7, you have used very many words and very lengthy paragraphs to say, more or less, "I like low fantasy. Will 4E be low fantasy?"

The answer is no.
I don't think that's quite the question. Tolkien is not low fantasy, but admits of a humanist (if ultra-conservative) reading. That's why I'm not pessimistic about 4E from the point of view of humanist gaming.

(contact) said:
I appreciate the OPs point emerging (against his prose) from this thread. I still feel that as your examples pointed out, D&D is ultimately just a rule-set, and with a careful approach from a DM, it can handle any thematic approach you're looking for, provided high-action and pulp-style-heroism is involved.

At the moment, D&D games can be dark, light-hearted, shallow, edifying, or an combination thereof. The default D&D game (as implied by the core books) is fairly shallow and light-hearted. I don't see that changing, but I don't see other approaches becoming less possible either as we transition to 4e.
I'm hoping that, with changes in the reward mechanics, they might become more possible.
 

mhacdebhandia said:
So, you know, I've never believed that high-octane fantasy heroics and real, human issues are incompatible in any way.
I agree - as I hope my posts above have shown. But I still think the OP has a point.
 

pemerton said:
I agree - as I hope my posts above have shown. But I still think the OP has a point.
But here's the thing. Humanist Gaming is what the DM and the players make of it. The D&D reward system is what the DM and the players make of it, EVEN WITHIN THE CONFINES OF THE RULESET. You stated in another post that you can see how OGL Conan and d20- mechanics has already done this.

Therefore, I agree with this statement:

Doug McCrae said:
Jack7, you have used very many words and very lengthy paragraphs to say, more or less, "I like low fantasy. Will 4E be low fantasy?"

Calling the game style I play "pornography" is insulting enough, but what ticks me off is that the OP and his supporters need to tell me that their fun is more-better than my fun because their fun provides them with an educational, self-acutalizing experience and mine is just simpleminded butt-kicking.

It's an elitist attitude and I don't buy into its quiet sense of superiority. I want to teach my children how to NOT treat others this way.
 

"Ducant fata volentem, nolentem trahunt."


Once again, I enjoyed reading the comments. Even those in opposition.
Once again some made me think of things I hadn't quite thought of before in the way you expressed them.

Well, I got a few minutes before I hit the sack after traveling about today.
So instead of trying to answer everybody separately I think I'm gonna respond in the following way.

I think some of you got perfectly what I was driving at. And some of you didn't understand at all. C'est la vie. Some people are gonna get what you mean, some are not, and some people are gonna argue with you that the sun is green even at noon when it's there for all to see, because you said it was yellow. That too is life.

But instead of all that minutiae I'm just gonna tell ya a little story to illustrate the point and see if this makes what I'm saying any clearer.

When I was a kid and played D&D, or DM'ed D&D, and was the usual case, it was not uncommon, as a matter of fact, it was the rule, that during any particular gaming session, the game itself would stimulate a discussion about literature, about ancient warfare and/or the Cold War with the Soviet Union (we were in it at the time), about religion, God, the church, myth, education, the future, history, science, business, economics, gaming itself, technology (this was before the PC and public internet so we usually discussed World War II fighters, nuclear submarines, or not yet built spacecraft), art, music, chess, different languages (I don't mean drow elvish or hellpsawn, I mean Latin, Greek, Korean, etc.) other games, film, what we intended to do in real life (our goals and possible occupations), crime, school, taxes, politics, women (females anyway, we were really too young to date women) and so forth. After the game, because of the game we had just played or because of something that happened in the game we would often hang around for hours and discuss or argue the very same subjects, ranging around everywhere, discussing almost everything, how it affected us, what it meant, where it might lead us, and so forth.

This was the norm and it happened almost every game whether I was DM, or player, and no matter what gaming group I ran or found myself in.
This is the way my friends and I gamed and the way the game functioned.
When we brought in people who had never gamed before, or gamers from other groups, it still functioned in that way.

Then I gave up playing for a long time. I had too much else to do. In the intervening years I went to several colleges, got married, had a number of different occupations, had children, bought houses, bought land, invested, started some businesses, became a officer of different organizations and agencies, became involved in my church, became a coach, did some missionary work, became a writer, and involved myself in other matters in the world.

Then after my children began to age I wanted them and my nephews and some of the kids in the church and neighbor kids to be able to have some of the same types of beneficial gaming and role playing experiences I had when young and which had been inspired by D&D. So to get back into gaming before devising my current setting I decided to investigate and join some of the local gaming groups. So I found a few and attended some sessions, playing off and on in each for a few months. All the groups employed the 3.0 or 3.5 systems.

During the game the conversation ranged all the way from this rule to that rule, what spells are best used in this situation or that, how many and in what way skills can best be used in any given situation by a particular character given the number value, what the flavor of the game and setting and campaign really was supposed to be and how it functioned (Oh Lord, how many, many, many pointless conversations about "flavor"), what character had the most potent set of feats, what magical device might best be seized by assassination, and so forth. Not that there's anything wrong with that in and of itself, but ... every game, with every group... WENT... THAT ... WAY. Oh, every now and then I'd try to change the conversation from, "do you think Penecalifar should take another to hit bonus or do you think it would be best to up his armor class by a combination of upping his dexterity and buying a +4 Shield of Protection from Interdimensional Teleportation?" (I mean, heck, they had a few extra at the local armory, so why not, right?) to something less interesting, like international terrorism or "you know what Erasmus says about Interdimensional Teleportation don't ya?"

One time something ironic happened in the game and I quoted Shakespeare's John Falstaff. From the looks I got not only did they not get the joke they didn't know where the reference had come from or what it even meant in relation to the present situation regarding the characters. Once we started talking about the way a Paladin was behaving and I asked the guy playing him what his deity would think of his behavior and he told me, "My character doesn't really believe in him or care what he thinks, I just play this guy cause it fits the flavor of the stetting and rounds out the party well."

Now if that were one group, one setting, one game, okay, I understand the occurrence probabilities of empirically unverifiable anecdotal situations as well as the next statistician. But when it was every game, with every group, and in every setting, my astute powers of deduction and observation began to make a few calculations regarding likely and on-going catalytic agents of cause and effect.

Now if ya get the point of this story, then you do, and nothing else need be said. And if ya don't get the point of this story, the ya don't, and no further explanation is probably gonna help. And if ya get it and still don't care, well then, it doesn't really mater either way at all, does it?

But in my considered opinion the correlation between in-game atmosphere and corresponding value, and in-game method and system of execution is just a little bit more than coincidental synchronicity.

Anyway just think about it for awhile and next time you're at your game see how much time you spend preparing for and discussing feat progression and rules clarification versus something far less important, like, oh, I don't know, like living...

Well, good night all.
I got stuff to do in the real world tomorrow.
 

I get the point of your story, I really do. It's just that I believe the problem lies not in the way D&D is structured or the game system is designed, but how children view "success and winning" in games and the resultant attitide that the video game generation has regarding gaming.

My gaming group does all the things you described in the first part of the story, using the 3.5 rules. We discuss art, politics, morality and ethics, and any number of intellectual pursuits. And this might be because I was brought up with gaming being a table-top experience and not a lesson in online grinding, powerups and leveling, though I could be wrong.

But so what? If people enjoy discussing feat progression and rules clarification, and it stimulates their critical thinking, strategic planning and other similar brain functions, that's good too. Just because the humanities aren't discussed, it doesn't make the game "pornographic".

Jack7 said:
Anyway just think about it for awhile and next time you're at your game see how much time you spend preparing for and discussing feat progression and rules clarification versus something far less important, like, oh, I don't know, like living...
Really, do you think that your fun is more fulfilling that other people's fun?
 
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Jack7 said:
One time something ironic happened in the game and I quoted Shakespeare's John Falstaff. From the looks I got not only did they not get the joke they didn't know where the reference had come from or what it even meant in relation to the present situation regarding the characters.
I don't know, man. That sounds more like a problem with the intellect or (more likely, not to get political, but) education of the children you're playing with, to me.

I never played First Edition, but I know it doesn't quote Shakespeare in the rulebooks. I was reading about British castles as a kid because I found them interesting, well before I ever encountered D&D - and my interest in D&D was not founded in my childhood medievalism. I know about history and mythology and religion and politics because I was interested in those things themselves after being exposed to them - sure, D&D was the way you got exposed to them, but I was exposed to them through conversations with my father or reading his old science fiction novels from the Sixties or because my primary school library had beautifully-illustrated books of mythology.

I think you're conflating the social and intellectual atmosphere created by the people you played D&D with "back in the day" with something that the game did. No list of good fantasy books in the back of a First Edition manual or heavy use of obscure verbiage in the text is going to substitute for the company of creative, intelligent friends.
 

Jack7 said:
Well, good night all.
I got stuff to do in the real world tomorrow.
Wow, that last bit comes off as extremely dismissive. I hope you didn't mean it that way, given that we are on an RPG discussion forum.

In fact, much of your post comes off as intellectually elitist and condescending towards those here who enjoy playing games simply to have fun playing games; I hope that is not your intent. Your choice of words straddles the line between "this is how I like to play" and "my way is the best way to play".

As an aside, there are millions of very intelligent, educated people in the world who care not one whit for Shakespeare. This does not make them worthy of pity or contempt.
 


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