In Defense of the Theory of Dissociated Mechanics

Yesway, if the only possible choices were the 3E way and the 4E way, when it came to having fairy tale things act with their full oomph, then I might agree with you. At the very least, I'd be happy to have both systems to choose from, so that I could switch my priorities with my system, as needed.

But having recognized the issue in the 3E way, why would it be necessary for 5E to undo what 4E did to solve the new issue? In another topic, I'm already on record as saying that I think artifacts and rituals should be explicitly fenced off from the rest of the system, allowed to be wildly unbalanced, and be a lot more prevalent.

That is, if you ask me in D&D if a wizard should be able to shout Hocus-cabra, and nigh instantly turn his foe into a toad, and failing a save, he stays that way until changed back--I vote no. Have a much weaker version or not (your choice) for combat. Probably have it, as you don't have to use it if you don't want. But then the really effective, mythologically evocative, version can be a ritual, take some time, etc. If the bad wizard can pin the hero down long enough, toad-dom here we come.

And I'll keep right on saying that as long as a wizard spell means, "mark off a slot and nasty thing happens, absent saving throw." It bypasses the whole hit point mechanic, with all kinds of bad side effects. In Fantasy Hero, for example, we don't have that issue. Spells can fail and cost energy--and the stronger the effect, the greater the risk and cost. If the caster wants to get the opportunity cost back down to something reasonable, they have to start taking lots of extra time or make it easier to disrupt or all kinds of choices.

Now, if you wanted to say that (low-grade) Powers or (stupendous) Rituals is too binary, and you'd like something in the middle, then that is definitely a design hole. I'm not sure how well it can be filled in the D&D manner, but it is a hole. However it is filled, if at all, the costs of doing things in the middle needs to be inline with the results.

And like I'm sure that we could never have had 4E without the effort that 3E put into standardization, I'm sure that 5E can improve on 4E--in part because 4E solved some problems, and made the next set more apparent.
 

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Look, I summarized my opinion and ended with "Take it or leave it". You decided on neither, and attacked my opinion about what you claim to be an issue of "cold hard fact". I refute that it is fact, because hidden but unrealized/solvable problems do not need to be fixed, and I see no evidence that DMs were crying to TSR/WoTC about Zones of Truth destroying their game, so I think you're getting apoplectic over a non-issue. Much more importantly, however, I was frank and up-front that I had neither the time nor inclination to face off a multipronged debate, including tangents about the exact degree to which 3E worldbuilding has been playtested, not to mention how tangential it is from the central topic of this thread.

Have you aggressively attacked everyone who failed to substantiate their opinions to your satisfaction and, failing to do so, acknowledged to you that it's unsupportable even they disagree or just don't care to argue about it, or do you only narrowly focus on me because you don't like my opinion? If we were all equally in-your-face aggressive about demanding that nobody is allow to have an opinion about "matters of fact" and subsequently attempt to prove the factuality of that opinion, thus nullifying the whole point of stating "I think" or IMO or "It's my opinion that...", then I guarantee you that this thread would not be much fun for anyone.

Not all opinions are equal. I personally think that people who find Pathfinder a better game than 4e are missing out badly on what is the better game. But it's an opinion based on subjective preferences. I don't mock people for that. On the other hand there are people who believe that the moon landing was faked. Whether the moon landing was faked or not is not something that opinions matter a damn about. And if someone was to argue that the moon landing was faked I'd first ask them why they thought that, rebut their evidence, and then if they continued, I'd mock them because it's all that's left.

You are waaaaay into the moon landing territory with your opinions. World building is a mix of science and art. But impacts on world building are demonstrable and measurable. Your opinion about the impact of certain abilities and spells on world building is about as relevant as someone's opinion that Michael Jordan is the greatest baseball player of all time. And that you try to shy away from any possibility of your lack of knowledge being called into question by calling it an opinion is laughable for the exact same reason that it would be laughable to call Michael Jordan the greatest baseball player of all time. Your opinion that the worldbuilding issues that arise in 3e from giving NPCs access to a range of abilities that are fine in the hands of adventurers who focus on doing something else* but would break the world in the hands of NPCs who specialised in them are the same as in 4e where NPCs do not get PC abilities is akin to an opinion that football is played in an oval with a diamond at the middle and involves someone flinging a ball and someone else trying to hit it with a bat. The rules and fundamental principles are just that different. And your trying to defend yourself with the claim that it's just your opinion would be mocked in that example too after attempts to explain the difference had failed.

And with that I'm bowing out of this thread. It's too frustrating.

* For a thought experiment, picture what a 11th level wizard with the two spells Wall of Iron and Control Water (along with Craft Wonderous Item to create Decanters of Endless Water) does to the economy of Athas. In the hands of PCs this isn't generally a problem - it's just another reason to send people after the PCs. In the hands of a Sorceror-King or Templar with Sorceror-King protection, you've just put one city leagues ahead of the others. Because they have the protection and the security that PCs lack.
 

If the PCs can buy level-appropriate equipment, that means there's enough traffic in PC equipment of that level to support the industry that makes it.
No, it doesn't. All it means is that the PCs have the means to obtain the specific item they seek to commission with the loot they made. It does not require -- and this edition does not suggest -- an industry dedicated to equipping adventurers.

So was I.
So you are suggesting that because Forgotten Realms, Eberron, Dragonlance, and other fantasy settings don't mention stonemasons, that means that the setting assumes edifice-making minstrels?! It doesn't occur to you that the fantasy world resembles our own except in those ways specifically mentioned? (Which of course, takes care of your canard about the Roman Catholic Church, as each of the aforementioned fantasy worlds specifically sets forth what churches exist in those worlds.)

I don't recall masons having much of an impact on any of those settings; if they are mentioned in the rulebooks, it's as a note in some table. Nor do I think the issues are that big
From a world-building perspective, the issues of eliminating the entire construction industry are huge. At a minimum, players should be told that their character histories shouldn't include quarries or stonemasons because those professions don't exist. No adventurers born of quarrymen or stoneworkers. Second of all, this completely affects the construction of keeps and fortifications, which can be very relevant to many plots. The 3rd edition Stronghold Builder's Guide, for example, which is set in the default world of Greyhawk, gives completely inaccurate charts for the construction of castles and doesn't even mention the cost and time requirements for building castles using a minstrel. So this not-so-big issue has now caused an entire supplement to be rendered obsolete.

I don't think every lord would summon their pet high-level wizard, have them make a specific magical item, and then use it all over the place.
I guess that's why feudal societies never introduced new technology... oh, wait. They totally did introduce new technology. Again, you've proposed that Henry Ford should have been afraid of assassins from the buggy whip guild. Or, more medievalesque, that the guy who invented (or, technically, rediscovered the Roman technology for) the treadwheel crane (a technology introduced during the medieval age that dramatically reduced the time and manpower needed to construct castles) was not killed by the masons who were put out of work by its introduction.

Lords are not going to eschew the technology that allows them to build strategically important fortifications and castles (not to mention palaces) at 100 times the rate of manual labor, which eliminates the horrific death rates associated with large construction, and which doesn't require taking hundreds of people away from their homes for months on end, just because a craft guild is rendered obsolete. In fact, I know that to be so, because that's how it actually worked in medieval Europe with the treadwheel crane, even though it wasn't a capitalist society. And the treadwheel crane wasn't nearly as strategically valuable as a lyre of building would be.

Once one lord does it, they all have to do it, or else they will fall behind technologically, and be overrun. That's exactly why cannon spread as quickly as the technology was allowed. And why the introduction of the treadwheel crane in the 13th century led directly to the rapid proliferation of castles and keeps throughout Europe. At best, the masonry guild will do the best they can to train their own people to be minstrels or to find a different profession. I know of no historical instance in which craft guilds ever successfully prevented the introduction of labor-saving technology. General Ludd was not a successful general.

No, but you're acting like it isn't connected to specific features of D&D 4e.
It isn't. That's the anthropic principle at work.
 
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So this not-so-big issue has now caused an entire supplement to be rendered obsolete.

No; what made this supplement obsolete is the fact that the 3rd level spell Fly exists. Castles are not reasonable in a world where many of your threats come from the sky.

It isn't. That's the anthropic principle at work.

Which is a fancy way of dismissing experiences you don't agree with.

I personally think that people who find Pathfinder a better game than 4e are missing out badly on what is the better game. But it's an opinion based on subjective preferences.

That's at best myoptic, and is in many cases objectively wrong. Many people have played both Pathfinder and 4e, and of those a number of them have found that they enjoyed Pathfinder better. For them, Pathfinder is a better game. To think that between two very different games, there is one that is clearly better for everyone is silly.
 

If the PCs can buy level-appropriate equipment, that means there's enough traffic in PC equipment of that level to support the industry that makes it.

<snip>

in a non-capitalistic world, where the concept of ROI is unknown, where wizards and clerics are some of the most powerful figures around, where lords might want to keep powerful magic in reserve instead of giving it to just everyone, where guilds exist that will object, possibly violently, to anything that detracts from their power, where lords depend on their support by those guilds, I don't think every lord would summon their pet high-level wizard, have them make a specific magical item, and then use it all over the place.
Doesn't the second paragraph here tend to resolve the issue in the first? There is no industry producing PC equipment. There is no traffic in that equipment - at least, not in the mortal world. When a PC pays multiple astral diamonds for a high level sword, s/he might be making a donation of inestimable value to her church, in order to be permitted to wield its most treasured relic of some martial saint. Or s/he might be paying an efreeti merchant in the City of Brass for the finest of efreeti craftwork. But s/he's pretty obviously not participating in any mortal commerce, nor acquiring the fruits of any mortal industry.
 

4E plays it safest due to its focus on combat-informed tactics and game balance. So Medusa's instant-flesh-to-stone gaze becomes a more gradual thing. Permanent polymorph until dispelled becomes a 6 second duration. Magic carpets are prohibitively expensive.

<snip>

I think it's like D&D was a toy box full of all sorts of wonderful and colorful toys, some of which could be slightly dangerous and caused some babies to cry but were otherwise amazing toys to play with if you were emotionally mature with sharing toys, and then 4E came and took away all the sharp-edged colorful toys and left you with soft rounded toys in a padded room for your own protection -- and if you decide to stray out of the play area (through a somewhat hidden door marked 'Page 42') and create your own new toys, you do so at YOUR OWN RISK. Otherwise, you can peer through the windows of your play area and watch other kids playing with slightly dangerous but very fun colorful wonderous toys that you cannot have (this is where one type of "disassociation" comes in for me, the disconnect between your play area vs the outside world).

<snip>

the PCs cannot be trusted (by default anyway) to interact with or use tools that might alter the game world in unexpected ways.

<snip>

So if you play strictly by the rules, there's a certain spectrum of fantasy roleplaying you'll ever get. If this bothers you, and if you're still playing 4E, and if you allow for more use of Page 42, and if you're not afraid of upsetting game balance and worldbuilding, and if you have a solid social contract between the DMs and players, (and by this point, a large fraction of gaming groups are eliminated), then you can expand the worldbuilding to include more advanced/swingy fantasy elements. Since you're going at it solo, with no guidelines, like a pioneer, it's a very different experience, like writing your own mini-RPG system.
There is stuff here that strikes me as a bit confused. For example, you suggest that the designers don't trust the PCs. But the PCs are just fictional beings - they can't do anything to anyone. Maybe you really meant the designers don't trust the players. But in that case, the players aren't "peering through a window" at other kids with better toys - because here you seem to be referring to an imputed contrast between PC and NPC abilities.

If this apparent confusion between players and the fiction is removed, I'm not sure what's left. I don't see much, other than a typically simulationist concern that metagame considerations - about the effect that particular PC build rules, action resolution rules, etc will have on the nature and experience of play - is being allowed to trump a purist-as-system simulationist approach to desigining those mechanics.

Which takes us back to a wellknown fact - that 4e does not support simulationist play especially well.

There are some more detailed comments on the 4e mechanics, also, that I think are just mistaken.

First, your comment that Baleful Polymorph lasts for only six seconds begs the question against other ways of resolving the mechanic. As I posted upthread, in my game - which is the only actual play report of Baleful Polymorph in this thread - the reason that the polymorph lasted only six seconds is because the PC's god turned him back. This is no different from an outcome in AD&D in which a PC is hit by Polymorph Other, and the player of the PC then makes a successful Divine Intervention roll. Absent that divine intervention, how long would the Baleful Polymorph last in my gameworld? I don't know - it's never come up - and so a fortiori you can't know.

Second, a 4e table that uses page 42 is not "going at it solo". There are DC-setting guidelines. Damage guidelines. And, since wrecan wrote his online article, guidelines for conditions and for actions. It's nothing at all like writing an RPG mini-system. If you were right about this, then HeroQuest, with its pass/fail approach to DC-setting (ie set the DC based on pacing/drama considerations, and then retrofit the fictional situation to accomodate this) would require "houseruling" (to use The Alexandrian's term) every time a DC was set. But it doesn't. It just requires a GM who is able to read the suggested DC tables, and who is ready to narrate the fiction in real time rather than read it from a prepared sheet. Similarly for page 42 - this just requires players who are ready to engage the fiction outside the parameters of their power descriptions, and a GM who is able to read the suggested DC, damage and condition tables.

Last (and probably least), magic carpets aren't prohibitively expensive per se. They're prohibitively expensive for PCs below mid-to-high paragon level. (I assume that 1st level PCs in 3E can't build a magic carpet.) A magic carpet riding wizard is actual a significant NPC in my current game, and has been present in the game since the PCs were 5th level or so.

TL;DR: if you describe 4e play in a way that presupposes an approach to play - purist-for-system simulationism and disregarding the possibility of metagaming approaches to the mechanics, treating the situation of the PCs and of the players as indistinguishable, eschewing even a hint of author or director stance - then you will get a picture of the game as limited, confining and even incoherent. But what does this show? As far as I can see, nothing but what is already common knowledge - namely, that 4e does not support simulationist play and includes metagame mechanics that are intended to be used to exercise narrative control, rather than to dictate, without interpretation, the content of the fiction.

It's also true that if you think that approaching the game in a "just in time", spontaneous narration fashion is hard, than you may not enjoy 4e. But not everyone finds this hard, let alone onerous. Yes, it's different from mapping and stocking and mechanically describing a dungeon. Yes, it's different for writing and then running an adventure path. That's part of the point.
 
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As players using the 4E system you are implementing a pattern based on use of daily and encounter powers that are established on such frequency not for any narrative merit, but purely for "gamist" expediency.

The ability to hide the pattern does nothing to remove the pattern
I don't understand this. Speaking literally, an invisible visual pattern is in fact not a pattern at all.

Just before you clearly stated that you agreed there were patterns, but it wasn't important because the cycle of them was not frequent enough to notice. I point out that the players have already noticed the pattern so the cycle period isn't relevant and suddenly the pattern isn't there.

Also, your defense is built on the position that out of this vast list of power the reason a pattern can not be observed is that they are indistinguishable from one another. And, I'll admit, if in your games the daily powers are routinely unremarkable from at-wills then you probably won't observe a pattern. I will STILL be there because everyone at the table knows when a daily is use, it just won't be relevant.
As far as I can see here, you seem mostly to be discussing a pattern in the gameplay - the use of dailies, encounters etc. This is what the players know. On its own, it does not amount to a pattern in the fiction.

You also seem to be asserting that there will be patterns in the fiction - of greater or lesser damage, more or less impressive exploits, etc - that either will emerge over the course of play, or at least can be anticipated, in advance, by the players. I don't think that these patterns exist. In the case of the archer, that seems to me obviously true - it's simply not the case that once per encounter there will be an impressive hit (from Biting Volley) because sometimes the impressive hit comes from critting on a Twin Strike. Mutatis mutandis for the daily.

With a PC like the polearm fighter the gameplay is more complex, and both the resemblences and differences between the various powers - at-will, encounter, daily - more intricate. (This is part of what tends to make fighters more interesting PCs than archer rangers, at least in my view.) But the interactions are sufficiently complex and varied that I don't think there is a signficant pattern. For example, not every close burst power gets used every encounter (eg because for some reason or other the PC does not have multiple adjacent foes). Not every daily gets used every day. Some of the dailes don't always hit, or hit that many targets (and a daily damage + push does that hits only one target need not, in the fiction, look any different from a ceratin sort of use of Footwork Lure).

This is why I asked, upthread, for actual play, or at least actual build, examples. I mean, consider a PC whose at-will was (let's say) swing-and-push. Whose encounter power was (let's say) shift-and-strike. And whose daily powers was (let's say) fall-back-then-charge-back-in. Then perhaps these patterns would emerge in the fiction, because everything that the PC in question does, at a given level of mechanical frequency, is quite different from the things s/he does at a different level of mechanical frequency.

But how many PCs does this describe? The whole power+feat aspect of 4e pushes in favour of specialisation rather than diversity (I'm a pusher; I'm a shifter; I'm a charger; I'm not all three of those). Plus, my hypothetical PC has only one encounter power and one at-will. As PCs gain levels - about one every three or four sessions - they add new powers, or (at higher levels) swap powers, or (at any level) retrain powers. Plus add new feats (or retrain them). These considerations all tend to disrupt any patterns in the fiction.

There are obvious patterns in the gameplay. But I haven't experienced these patterns in the fiction.

no matter how well you disguise the unintelligent monsters just always happen to pick the CAGI fighter, you are telling a story that reflects the underlying pattern in gameplay.
Most of the time, actually, the monsters - intelligent or otherwise - don't pick the Come and Get It fighter. Indeed, they would like to avoid him. But he is a polearm specialist. His deftness with the polearm is inimitable (I think of him as a sort of dwarvish Jet Li). He picks them.

(If I had a Come and Get It fighter who specialised in the dagger, the story would have to be a bit different most of the time. I'm sure I'd cope, though.)

not having a pattern is a preferable option if the narrative is your ultimate objective and is not subject to gamist concerns. (Again, I'm not saying that your gamist focused activities are not 1,000 times more awesome than my narrative focused ones)
I'm not 100% sure how you're using "narrative" and "gamism" here. In Forge terms, as this and dozens of other threads I think have made pretty clear, my play is narrativist, not gamist.

As best I can interpret you , you seem to be saying that patterns at the level of gameplay, which can be disregarded in the fiction only by admitting a signficant difference betwen what the players experience at the mechanical level, and what the PCs experience within the fiction, are inimical to your preferred playstyle.

If that is what you're saying, I believe you. Because it would be utterly consistent with your apparently very strong simulationist (as I would call it, following Forge usage) priorities, as expressed in this and dozens of other threads. It would be consistent with your evinced distaste for non-Actor stances. It would be consistent with your desire to make the rules "invisible" in a certain sense (the relevant sense seems to be - invisible at the metagame level, because they are in fact just models of ingame causal processes - so a player rolling a die is not invisible per se, but is consistent with immersion because equated to the PC swinging his or her swordarm).

But this doesn't mean that there are patterns in my fiction. The fiction in my game is not established solely on a simulationist basis, by reading off the mechanics. This is not "disguising" anything. It's not as if the gameworld is really as a simulationist reading of the mechanics would suggest, but we quickly cover it up!

The point is made (in particular in relation to failed skill checks and attack rolls) here:
Fortune-in-the-Middle as the basis for resolving conflict facilitates Narrativist play . . . It preserves the desired image of player-characters specific to the moment. Given a failed roll, they don't have to look like incompetent goofs; conversely, if you want your guy to suffer the effects of cruel fate, or just not be good enough, you can do that too. . . It retains the key role of constraint on in-game events. The dice (or whatever) are collaborators, acting as a springboard for what happens in tandem with the real-people statements.​

The term I've used before is "pop-quiz" roleplaying. I've also called it the narrative being the slave of the mechanics. You are building a narrative that fits the mechanical obligations.
Yes.

I've given actual play examples in this thread. One that has been discussed a bit is when the player of the paladin decidied, without (as far as I can tell) leaving Actor stance in any psychological (as opposed to purely logical) sense, that the reason his PC turned from a frog back to a tiefling was because his goddess intervened.

You seem to think that because he made this decision abut the content of the fiction not because the mechanics dictated it, but rather: (i) by drawing on what the mechanics permitted (ie I told him that his PC turned back, as the rules dictate); and (ii) by drawing on well-established genre and setting consideratins (ie his PC is a paladin of the god in question, and the god undoubledly does care about the paladin, and also undoubtedly has the capacity to work miracles of various sort); and (iii) because it expressed his conception of his character, and of his character's story and thematic place within the fiction; that the resulting narrative is in some sense inferior or shallow or unengaging. That's not my personal experience. Others who have tried narrative play might feel differently, though - there's no accounting for taste!

But anyway, you labelling this a "pop quiz" doesn't change the character of my experience at the table. Nor does you describing it as "the narrative being the slave of the mechanics" (which in any event I still don't understand - in 3E, the action resolution mechanics dictate the narrative - eg if I attack, and I hit, and I drop it to 0 hp, it is dead - unless the GM suspends the action resolution rules - which I call "cheating").

(And as an aside, I assume that you play with a "hit points as meat" model. Otherwise, how do you work out the difference, in the fiction, between an 8 hp wound against a dragon, and 8 hp wound against a high level PC with the same number of hp as the dragon, and an 8 hp wound against a 1HD orc? Not by way of pop-quiz, I assume!)
 

In my post above, I cited Ron Edwards discussing fortune in the middle:

Fortune-in-the-Middle as the basis for resolving conflict facilitates Narrativist play . . . It preserves the desired image of player-characters specific to the moment. Given a failed roll, they don't have to look like incompetent goofs​

By chance, I was just reading an extract from a new FR sourcebook on the WotC side, and came across this "grandmaster training" power that PCs can acquire:

Drizzt’s Kick * Level 8 Uncommon
Drizzt innovated this attack when he found his swords locked with an opponent during training in Menzoberranzan.

<snip>

Daily Attack (Minor Action)
Requirement: You must have missed an enemy with a melee attack during this turn.
Effect: You make a melee basic attack against the same enemy. On a hit, the enemy grants combat advantage until the end of your next turn.​

Why is this interesting? Compare the flavour text and the requirement: they show that the 4e designers acknowledge that a miss, in 4e, need not be a feeble or failed attempt, but could in fact represent expert ability thwarted by an equally expert foe ("locked swords").

Here is another pertinent quote from Ron Edwards:
Gamist and Narrativist play often share the following things:

*Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict;

*Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.

*More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.​

This seems to me to capture 4e pretty well. I think it helps explain why Balesir, chaochou and other can play gamist 4e, and I can play narrativsit 4e, without anyone having to do a great deal of rewriting or ignoring of the rules.

And here's another quote, this time from Vincent Baker, about the relationship between play and narration:
In your game, the game you're actually playing, a) in which stage does invention happen, and b) in which stage does meaning happen?

Invention - creating setting, character, nifty toys, potent powers - invention can happen before the game or during the game. (It can't really happen after the game, can it?)

A game where the invention happens mostly pre-play would be one where there are maps, characters, factions, technology, societies, interests, all in place when the game begins. I can't think of a good example of this in fiction - maybe Babylon 5? - but clearly lots of roleplaying happens this way. Look at all the dang setting books!

A game where the invention happens mostly during play would have the same list of things, maps characters societies etc., but they'd be created at need as the game progresses. We have one serious bazillion examples of this from fiction: Howard wrote Conan this way, their writers wrote Farscape and Buffy this way, and lots of roleplaying happens this way too. It's underrepresented in rpg books because it doesn't call for or produce 'em. . .

Similarly, meaning:

A game where the meaning happens mostly pre-play is one in which somebody or everybody has something to say and already knows what it is when the game starts. You can always tell these games: the GM expects his or her villains and their schemes to be absolutely gripping, but they aren't; the players keep wanting to play their characters as well as the characters deserve, but it's not happening. I make my character a former slave but when it comes up in play it's because I force it to, and my fellow players dodge eye contact and the GM wants to get on with the plot.

A game where the meaning happens mostly during play is also easy to spot: everybody gets it and is engaged. Other players than me are into my former-slave character, and when she gets passionate about something, the other players hold their breaths. The GM lets the players pick the villains through their PCs' judgements, then plays them aggressively and directed-ly and hard. Every session is hot. Nobody sacrifices the integrity of his or her character for the sake of staying together as a party or solving the GM's mystery - the action comes right out of the characters' passions.

And a game where the meaning happens mostly post-play - telling it is better than it was. Sometimes there'll be one person, the GM or the GM's favorite player, whose needs the game mostly met, and if you talk to that person the game will sound rockin', but if you talk to the other players, it'll sound eh. If people talk afterward about how cool this kind of game was, they'll talk about highlights that happened once every three, four, five sessions - as though a game with one gripping, thrilling, passionate moment per twenty hours of play were a successful game.

My goal as a gamer and a game designer is to push both invention and meaning as much as possible into actual play.

Problem: the hobby, represented by the books in your game store and the conventional habits of most gamers, prefers the pre-game over the game. . .

The solution is to design games that're inspiring, but daydreaming about how much fun the game will be to play seems pointless and lame, and you can't create extensive histories or backstories because that stuff's collaborative -

- so you call a friend.​

And while I'm quoting better theories than The Alexandrian's, here's Baker on GNS (on the same page):
So you have some people sitting around and talking. Some of the things they say are about fictional characters in a fictional world. During the conversation the characters and their world aren't static: the people don't simply describe them in increasing detail, they (also) have them do things and interact. They create situations - dynamic arrangements of characters and setting elements - and resolve them into new situations. . .

Why are they doing this? What do they get out of it? For now, let's limit ourselves to three possibilities: they want to Say Something (in a lit 101 sense), they want to Prove Themselves, or they want to Be There. What they want to say, in what way they want to prove themselves, or where precisely they want to be varies to the particular person in the particular moment. Are there other possibilities? Maybe. Certainly these three cover an enormous variety, especially as their nuanced particulars combine in an actual group of people in actual play.

Over time, that is, over many many in-game situations, play will either fulfill the players' creative agendas or fail to fulfill them. . . As in pretty much any kind of emergent pattern thingy, whether the game fulfills the players' creative agendas depends on but isn't predictable from the specific structure they've got for negotiating situations. No individual situation's evolution or resolution can reveal a) what the players' creative agendas are or b) whether they're being fulfilled. Especially, limiting your observation to the in-game contents of individual situations will certainly blind you to what the players are actually getting out of the game.

That's GNS in a page.

I don't think I've said anything here that Ron Edwards hasn't been saying. I do think that I've said it in mostly my own words.​

I think 4e is a particularly unsatisfactory RPG for those who not only want to be there, but want to get there by daydreaming before play even starts.
 

There is stuff here that strikes me as a bit confused. For example, you suggest that the designers don't trust the PCs. But the PCs are just fictional beings - they can't do anything to anyone. Maybe you really meant the designers don't trust the players. But in that case, the players aren't "peering through a window" at other kids with better toys - because here you seem to be referring to an imputed contrast between PC and NPC abilities.

This is actually the same perception that I have of the 4E rules presentation. Didn't the 4E designers basically come out and say this? That is, that they were the "experts"? My whole sense here is that the "interpretation" part of the rules is specifically removed from the player's (and GM's) realm. Some of that is good: Unbalancing the game is harder; running PUGs at the local gaming store is a lot easier; keeping rules to a well defined grammar allows machine encoding of those rules, hence the character builder. On the other hand, there is some that is bad: Players and GMs are removed from interpretation-space, breaking immersion.

TomBitonti
 

By chance, I was just reading an extract from a new FR sourcebook on the WotC side, and came across this "grandmaster training" power that PCs can acquire:

Drizzt’s Kick * Level 8 Uncommon
Drizzt innovated this attack when he found his swords locked with an opponent during training in Menzoberranzan.

<snip>

Daily Attack (Minor Action)
Requirement: You must have missed an enemy with a melee attack during this turn.
Effect: You make a melee basic attack against the same enemy. On a hit, the enemy grants combat advantage until the end of your next turn.​

Why is this interesting? Compare the flavour text and the requirement: they show that the 4e designers acknowledge that a miss, in 4e, need not be a feeble or failed attempt, but could in fact represent expert ability thwarted by an equally expert foe ("locked swords").

Yes, it is interesting ... but to some (or at least myself), it jumps over too many details.

Note "melee basic attack". I don't see the "weapon" keyword, so a punch works as well as a sword swing. (Unless that is omitted from your paste.)

Or what if the opponent is not trying to attack me with a melee weapon, themselves? Let's say, a big bat with a screech (sonic), flyby type attack?

I suppose the daily represents that the trick won't work against the same opponent twice, hence I can work with the daily requirement. But, I strain because that understanding of "daily" conflicts with a fight against a wholly different opponent two encounters later.

Another issue is that ... wouldn't taking advantage of circumstance be a normal part of combat training? Perhaps this shows a difference between formal or orthodox methods, and informal and the unorthodox. It would seem that to many a rogue, making a strike to unbalance their foe would very normal: Sand in the eyes, or a sap to the back of the head, or a shove to send the foe reeling.

TomBitonti
 

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