Is 4E coherent, incoherent or abashed? (RPG theory stuff inside)

marune

First Post
This thread is neither about the merit/flaws of RPG theory nor about its definitions. If you don't want to talk about RPG theory in 4E, just ignore this thread.

I argued in a previous thread that 4E is “abashed”, i.e. 4E is incoherent regarding the promoted creative agendas (G and S) but that a minor drift could make it a coherent G game.

Why another thread?

First, IME, incoherence in D&D is the main reason for much of the problems at the table and the endless debates on these boards.

Second, I failed to prove my point to some posters that appreciate this theory (at least pemerton and buzz).

Thus, I’ll re-work my argumentation here with more examples.

My view of 4E is that is should promote a G agenda at the encounter level and let the players/DM chose how they operate at the adventure/campaign level (e.g. no obstacles for any agenda).

I see two kinds of fluff text and a mechanical part of 4E that cause incoherence.

The first kind of fluff text is the one saying to players how to play their characters.

The second kind of fluff text is the one saying to the DM how to handle the game.

The mechanical part is the reward system.

First kind of fluff text

PHP p.8 : When you play your D&D character, you put yourself into your character’s shoes and make decisions as if you were that character.

A character (and his shoes) is 4E is defined by his ability scores, his class, his race, his feats, etc. but also with an alignment, an appearance, some mannerisms, some personality traits and some background features, and in some case a patron deity (PHP p.24).

However, on p.18 (PHB) we find this: D&D is a roleplaying game but not necessarily an exercise in improvisational theater. Sometimes, the role you play is defender or leader—the character you’re playing is engaged in combat and has a job to do so that your team comes out victorious.

Following these two advices may put a player in a “lose-lose” situation, either he put his character’s shoes and do action A or follow his Combat-Role and do action B.

A simple solution is to always follow Combat-Role first, and then finds an appropriate way to rationalize that decision vs. the character’s shoes, including changing them to reflect an evolution of the character.

One good thing: in the levelling section, players are not asked to follow some kind of organic progression of their character when choosing new powers/feats.

Second kind of fluff text

On PHP p.6 we find : The adventure is the heart of the D&D game. It’s like a fantasy movie or novel, except the characters that you and your friends create are the stars of the
story.


If players are said to expect that 4E game sessions will give out a story, we are in trouble.

First, let’s set apart transcripts and stories, the former is a simple series of fictional events while the later has a meaningful beginning / end, which show to the reader/watcher some theme/message.

Can a story arise from a 4E adventure/campaign? Yes. Does a story will arise each time? No. Why? Because a G agenda while fun and player-engaging, is known to often lead to a meaningless ending (TPK in the middle of an adventure) or to a dead-end after one or more failure (3E was terrible on this, because it was hard to create new challenges on the fly).

D&D players who absolutely wanted to have a story as the result of their efforts usually switch to an S agenda, giving the DM a “storyteller” role. Usually, this is done in an awkward way, for example by fudging dice rolls.

DMG p4 : Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she doesn’t want the player characters to fail any more than the other players do.

and…

DMG p4 : The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other players have to work to overcome them, but not so hard that they leave all the characters dead.

This can be interpreted by DMs as “make sure the players don’t fail, but make them believe it can happen”.

Metagame section on p. 15 (DMG) : Discourage this by giving players a gentle verbal reminder: “But what do your characters think?” That’s the same as “character’s shoes” and it is fixed in the same way.

the reward system

The reward system works when the players succeed, but it is not as easy when the players fail.

The problem is to be sure that success lead to faster advancement than failure .

For example, if a failed skill challenge to walk trough as maze is failed and the players then face encounters that give them more XP than a first success would have given, something is wrong.

The key of handling failure is given in DMG but is not underlined: A failure must be followed by a higher risk of “TPK”, i.e. a hard encounter.

As harder encounters give more XP, we need Quests XP to balance it out; failures meaning that fewer quests will be successful.

I’ll try with come up with some numbered examples on this issue.

Many D&D groups have put XP as reward away, leading to an S agenda where levels are only a way to place boundaries on Exploration.

That’s long enough for a first post, I’m waiting to see what you have to say about it.

Again, if RPG theory isn’t your cup of tea, please don’t derail the thread.
 

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skeptic said:
the reward system

The reward system works when the players succeed, but it is not as easy when the players fail.

The problem is to be sure that success lead to faster advancement than failure .

For example, if a skill challenge to walk trough as maze is failed and the players then face encounters that give them more XP than a first success would have given, something is wrong.

The key of handling failure is given in DMG but is not underlined: A failure must be followed by a higher risk of “TPK”, i.e. a hard encounter.

As harder encounters give more XP, we need Quests XP to balance it out; failures meaning that fewer quests will be successful.

This is easy enough to fix though. Just give them a harder encounter but limit the XP to what they would have gotten from the easier encounter. As the DM, you'd be well within your rights to do this.

I think the more difficult part of success vs. failure in a D&D game that wants to have a story is figuring out how to make sure the story doesn't end because of the failure.
 

helium3 said:
This is easy enough to fix though. Just give them a harder encounter but limit the XP to what they would have gotten from the easier encounter. As the DM, you'd be well within your rights to do this.

Quest-XP only would also be a way to deal with it, but I was limiting myself to minor changes.

helium3 said:
I think the more difficult part of success vs. failure in a D&D game that wants to have a story is figuring out how to make sure the story doesn't end because of the failure.

The first question to ask is, does this failure would end the campaign in an interesting way ? If yes, it’s time to prepare the next campaign.

If no, hope that the streamlining process of 4E enable the players/DM to come up with new challenges on the fly. In those case, where failure = complication, never forget that XP given must be less than a direct success.

If you notice that your players have more fun when dealing with complication than when levelling up after a success, replace D&D with a Nar RPG ;)
 
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Crothian said:
It would be really useful if you at least said what the terms in the title mean

From my sig.

Incoherence
Within GNS theory, play which includes incompatible combination of GNS priorities. This can mean clash of priorities among players. It can also mean clash within a game design. Abashedness is a term for a minor, correctable form of Incoherence.
 
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I believe "incoherence" has always been one of D&D's strengths. Trying to run a purer game is a good way to guarantee at least one person at the table will be bored and frustrated in a game like D&D.
 

This is what I've been hashing out:

http://www.enworld.org/showthread.php?t=228449

A whatever-you-call-this-based interpretation of those quotes.

PHP p.8 : When you play your D&D character, you put yourself into your character’s shoes and make decisions as if you were that character.

This is obviously the immersive persona. It even uses the phrase "as if."

However, on p.18 (PHB) we find this: D&D is a roleplaying game but not necessarily an exercise in improvisational theater. Sometimes, the role you play is defender or leader—the character you’re playing is engaged in combat and has a job to do so that your team comes out victorious.

D&D has a specific plan to fulfill the expectations of excitement.

On PHP p.6 we find : The adventure is the heart of the D&D game. It’s like a fantasy movie or novel, except the characters that you and your friends create are the stars of the
story.


D&D fulfills the narrative principle of consisting of a series of logically linked events. It engages the players by imitating the tropes of fantasy movies and novels.

DMG p4 : Although the DM represents all the PCs’ opponents and adversaries—monsters, nonplayer characters (NPCs), traps, and the like—he or she doesn’t want the player characters to fail any more than the other players do.

DMG p4 : The DM’s goal is to make success taste its sweetest by presenting challenges that are just hard enough that the other players have to work to overcome them, but not so hard that they leave all the characters dead.

D&D explicitly recognizes the goal of a flow experience. D&D uses victory over obstacles and monsters as a way of fulfilling the expectation of excitement.

Metagame section on p. 15 (DMG) : Discourage this by giving players a gentle verbal reminder: “But what do your characters think?”

Characters are expected to be role-played properly. But as always, authorship resides in the players.
 

Don't read too heavily into Forgespeak. My personal opinion is while they have done a good job of compiling assorted ideas about gaming, the Forge also talks a lot of smack and most of thier theories fail to account for D&D.
 


pawsplay said:
I believe "incoherence" has always been one of D&D's strengths. Trying to run a purer game is a good way to guarantee at least one person at the table will be bored and frustrated in a game like D&D.

That's similar to saying that a "watcher" player is not a big deal (somewhere in 4E DMG).

IME, some D&D game sessions are similar to two guys playing with a chessboard, but one is following checkers rules. They both try to win, sometimes it's frustrating for the checker guy, something for the chess guy, but never would they complain out loud.

I can't see how incoherence can be the strength of any RPG.
 

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