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

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.
Agreed.

But one thing... I think you guys are WAAAAY overanalyzing those lines. They're not for you. They're not really for anyone here on ENWorld. D&D is the gateway drug of RPGs. Some people will escalate in their usage, some won't. These blurbs give the people who might pick up the core rulebooks or some sort of starter set at Toys 'R Us some idea of what they're trying to accomplish. The incoherence allows them to branch out and figure out what they like about roleplaying while still staying with the D&D system. WotC likes this, as did TSR, even if they didn't articulate it in such a way.

It's like teaching someone to write. All sorts of "rules" get thrown out there in middle school. Passive voice is bad, use action verbs rather than "be" verbs, you shouldn't end a sentence with a preposition, etc. People with great facility with the written word feel free to break these rules all the time, but they're useful as a framework to teach youngsters how to actually string a sentence together and merge them into a coherent whole.

The fact that [insert famous writer here] knows what he's doing and is allowed to have single word sentences and doesn't need to be told what verbs to use, or that a comma technically isn't necessary there doesn't invalidate giving that instruction to a fourth-grader.
 

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skeptic said:
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.
As you know, I agree at least to an extent.

skeptic said:
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.
If there is an incoherence here I agree with your resolution of it. It can perhaps be saved from incoherence by noting that the "as if" is ambiguous as between simulationist "as if" (player is slave of pre-defined PC) or author-stance "as if" (player is allowed to narrate character in a way that is interesting and serves narrative or gamist purposes, but is conscious that this narration is constituting the character as a distinct persona). In that case, the "in the shoes" language could be read as an implicit way of warding off pawn stance.

skeptic said:
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.
This can be read as a reminder to avoid pawn stance, but again your suggestion of incoherence is plausible. It's a bit problematic, also, given that big parts of 4e (hit points, healing surges, martial daily powers, minions, etc) require a degree of metagame thinking to get the narration right. Does the DMG or PHB say anything useful about this issue?

skeptic said:
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.


<snip>

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”.
I think this is a bigger problem than the PC/player issue, because gamism can handle illusionism or even railroading about world and plot, but not illusionism about challenge. The solution is to hope that the encounter builiding tools are robust enough that it is possible, almost all of the time, to design encounters that fit the specification.

If the encounters are working in this fashion, then it won't be fatal to the gamist experience that the GM railroads a story out of it. If the encounter design tools are not as robust as advertised, then the problem becomes more serious.


skeptic said:
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.

<snip>

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.
I think this is also tricky. One thing that you don't seem to have taken account of, however, is the treasure component of reward. Maybe failure leads to less treasure, making the PCs slighly underpowerd for their level? I also like your idea of Quest XP as the equaliser - is that your own work, or does the DMG expressly address the issue?

A broader consideration is this: players who enjoy gamist D&D often don't want the encounters to become easier - the way that they enjoy their advancement is by getting to do more (tactically and game-mechanically) complex stuff. But characters who don't advance as quickly still get to do stuff that is challenging for their level. So where's the penalty for losing? Again, an answer might be to reduce treasure on level-up. Hence, presumably, the GP cost for the Raise Dead and other healing rituals, for rituals that allow skill challenges to be won or bypassed without having to engage in as clever play, etc.

Anyway, an intersting post. And I agree that illusionist/railroading simulationism is the monster under D&D's bed. It's a shame that 4e hasn't unambiguously exorcised it.

Terramotus said:
D&D is the gateway drug of RPGs. Some people will escalate in their usage, some won't. These blurbs give the people who might pick up the core rulebooks or some sort of starter set at Toys 'R Us some idea of what they're trying to accomplish. The incoherence allows them to branch out and figure out what they like about roleplaying while still staying with the D&D system. WotC likes this, as did TSR, even if they didn't articulate it in such a way.
I agree with this to an extent. But I also think that WoTC have an interest in those who play D&D for the first time having a fun experience. And (at least in my opion) railroading GMing (and related sins like beating players around the head with the "Your character wouldn't do that" stick) is one of the reasonably common causes of an unhappy D&D experience.

I think how-to-play text that was more upfront about giving players the right to decide during play who their PC is, and which was also more upfront about the players' responsibility to produce a story by keeping their PCs alive via good tactical play, wouldn't necessarily hurt. And such text might reduce the abashedness that Skeptic is diagnosing.
 

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.
I don't think what you say here is quite right.

Incoherence is not a property of the play experience, it is a property of the game system. Wherease "trying to run a pure game" is a property of the play experience, not of the game system. So the contrast you are trying to draw doesn't work, as it involves a category error.

I am no great believer in trying to run a pure game. I GM Rolemaster quite regularly, and my own agenda as GM is primarily narrativist, most of my players share a vanilla narrativist agenda but one is really more of a simulationist (he likes to explore the parameters of "his guy). Luckily, others' narration doesn't get in the way of his exploration. Most of the players also have a strong gamist streak and an associated aesthetic sensibility - all except for me are long-time wargarmers/boardgamers.

But one thing I do appreciate about Rolemaster is its high degree of coherence as a purist-for-system simulationist engine. You know what it is and is not set up to deliver. It gives very detailed exploration of situation and character every time. And one can compensate for what it doesn't deliver in relevant ways (whether via house rules, resolving issues as they come up at the table, etc).

The problem with the incoherence in D&D as a system is that this incoherence reliably engenders misunderstandings among the participants as to the sort of play experience that the system will deliver, and thus makes it hard to accomodate the system to any actually desired goals in actual play. Just one example: in 3E I build my character, and its all points-buy stats, and skill points, and feats, and . . . I'm in charge - whether I'm a gamist, a narrativist or a simulationist my PC is my guy . . . and then I choose an alignment, and suddenly in ways that the rules leave criminally vague and unexplained the GM has been handed a huge chunk of narrative power over my PC. How did I suddenly find myself playing Cthulhu? And at least the latter is upfront about the narrative function of the San score.

Just one example of the real-life unhappy play experiences that incoherence (and the associated reluctance to expressly talk about the relationship between rules and play experience) leads to.
 

pemerton said:
I don't think what you say here is quite right.

Incoherence is not a property of the play experience, it is a property of the game system. Wherease "trying to run a pure game" is a property of the play experience, not of the game system. So the contrast you are trying to draw doesn't work, as it involves a category error.

Then let me clarify. I believe the so-called incoherence of the D&D game system reflects its robust value as a tool of engagement and immersion and contributes postively to the game experience.

I am no great believer in trying to run a pure game. I GM Rolemaster quite regularly, and my own agenda as GM is primarily narrativist, most of my players share a vanilla narrativist agenda but one is really more of a simulationist (he likes to explore the parameters of "his guy). Luckily, others' narration doesn't get in the way of his exploration. Most of the players also have a strong gamist streak and an associated aesthetic sensibility - all except for me are long-time wargarmers/boardgamers.

But one thing I do appreciate about Rolemaster is its high degree of coherence as a purist-for-system simulationist engine. You know what it is and is not set up to deliver. It gives very detailed exploration of situation and character every time. And one can compensate for what it doesn't deliver in relevant ways (whether via house rules, resolving issues as they come up at the table, etc).

The same approach can be taken with D&D. You know when you sit down to play D&D you know what to expect. The fact that it does not fit neatly into Forge categories is a weakness of the Forge theories, not of D&D. While D&D plays a little different at every table, you are still looking at a very consistent game. Short of pathological DMing, little is going to change the game from one table to the next.

The problem with the incoherence in D&D as a system is that this incoherence reliably engenders misunderstandings among the participants as to the sort of play experience that the system will deliver, and thus makes it hard to accomodate the system to any actually desired goals in actual play.

Let me rephrase that for you: "Differences in play style can result in the need to modify the game experience. Some GMs are reluctant to accomodate the reasonabel goals of their players, while others are more flexible."

Just one example: in 3E I build my character, and its all points-buy stats, and skill points, and feats, and . . . I'm in charge - whether I'm a gamist, a narrativist or a simulationist my PC is my guy . . . and then I choose an alignment, and suddenly in ways that the rules leave criminally vague and unexplained the GM has been handed a huge chunk of narrative power over my PC. How did I suddenly find myself playing Cthulhu? And at least the latter is upfront about the narrative function of the San score.

Say what? First of all, you seem to be describing a 3e game with AD&D alignments. Second in the old AD&D game, you still decided your alignment and dealt with the consequences. The "hard" restrictions on alignment behavior should be interpreted as system limits on your character, not surrendering authorship. Alignment is very much part of the game world "physics" and there is little vague about it. In cases where alignment questions are hard to settle, I think the DM and players can agree they are hard to settle.

Just one example of the real-life unhappy play experiences that incoherence (and the associated reluctance to expressly talk about the relationship between rules and play experience) leads to.

To me "play experience" is immersion in the game. Gamist, narrativist, simulationist is not... those are meta-game priorities. The relationship between the rules and play experience in D&D is very coherent, to me; not in Forge terms, but it's just one of those appalling things about Forge theory that it does not account for D&D's success. And D&D is, indisputable, a successful game. The very definition of a successful rpg is "be D&D." It is the most sold, the most played, the most enjoyed, the most beloved, and the most likely to continue to be all those things.

The OP complains about directives to be "in character"... well, guess what? That is what D&D is. That's not incoherence, that's fidelity to the basic concept of role-playing games as formulated by Gygax, Arneson, and the early D&D community. If you are not both "in character" and trying to win battles, you are not playing D&D to its full potential.
 

skeptic said:
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.
That's interesting. I don't think I've ever heard that element of GNS theory. I've always vastly preferred a balance of gamist, narrativist, and simulationist elements (for certain definitions of those terms, anyway). The idea they're incompatible is extremely bizarre to me. Certainly, one can't take any one element to its greatest possible extremes and still retain much of the other two, but I'm personally not really looking for a pure G, N, or S game.
 

There's a lot going on in this post (and the thread), so I'm going to try to start from the beginning. As is so often the case with RPG Theory, the beginning is definitions. I'll be quoting from the Glossary linked to in the thread creator's signature line.

Coherence: Within GNS theory, this is a general term for play where everyone shares a focused priority on a single GNS mode or functional hybrid. Game designs are said to be coherent if they clearly encourage play of this sort: in particular by having mechanics which support the GNS mode encouraged by the text.

Incoherence: Within GNS theory, play which includes incompatible combination of GNS priorities.

Dysfunction: Common Forge term, meaning simply role-playing which is not fun.

(Emphasis in the above is mine.)

Which all leads me to this: A statement like "This game is incoherent" is perhaps best understood as "My experiences with this game have not been fun."

"My experiences with this game" rather than "this game", because Coherence and Incoherence relate primarily to play experience.

"Not fun" because a necessary component of Incoherence is dysfunction -- that is, lack of fun. The definitions above clearly make allowance for hybrid modes of play and compatible combinations.

Assuming everyone is with me so far, a statement like "My experiences with this game have not been fun" is impossible to evaluate if the person making it does not share those experiences. We then merely end up with a quagmire of "It wasn't fun for me!" "Well it was fun for me, so you're wrong!" "No way!" ad nauseam.

Therefore, in order to make any progress in this thread, I sincerely hope that the original poster will share with us some of those play experiences which has led to the conclusion that the system operated in a dysfunctional manner.


Cheers,
Roger
 

pemerton said:
If there is an incoherence here I agree with your resolution of it. It can perhaps be saved from incoherence by noting that the "as if" is ambiguous as between simulationist "as if" (player is slave of pre-defined PC) or author-stance "as if" (player is allowed to narrate character in a way that is interesting and serves narrative or gamist purposes, but is conscious that this narration is constituting the character as a distinct persona). In that case, the "in the shoes" language could be read as an implicit way of warding off pawn stance.

I would like to know what the designers had in mind :)

pemerton said:
Does the DMG or PHB say anything useful about this issue?

I didn't see any hint regarding the narration of metagaming gamist mecanics.

pemerton said:
If the encounters are working in this fashion, then it won't be fatal to the gamist experience that the GM railroads a story out of it. If the encounter design tools are not as robust as advertised, then the problem becomes more serious.

I don't have a problem with groups having an "storyteller/illusionist" DM, I just don't want the DMG telling me that it is the way to do it.

pemerton said:
I think this is also tricky. One thing that you don't seem to have taken account of, however, is the treasure component of reward. Maybe failure leads to less treasure, making the PCs slighly underpowerd for their level? I also like your idea of Quest XP as the equaliser - is that your own work, or does the DMG expressly address the issue?

Reducing the treasure / level isn't suggested by the DMG and I don't think it would be a good idea.

However, delaying the treasure might work, because it increase the risk ! For example, if you add a extra hard encounter after a failure, don't give out a treasure parcel, but add one at the end of the adventure (or after the next success).

I don't recall having read in the DMG that Quest XP should work as equaliser. I still have to work some numbers to see how it would work without changing the XP values from the DMG.

pemerton said:
A broader consideration is this: players who enjoy gamist D&D often don't want the encounters to become easier - the way that they enjoy their advancement is by getting to do more (tactically and game-mechanically) complex stuff. But characters who don't advance as quickly still get to do stuff that is challenging for their level. So where's the penalty for losing?

The penalty I suggested in my OP is more risk for less XP.

pemerton said:
And I agree that illusionist/railroading simulationism is the monster under D&D's bed. It's a shame that 4e hasn't unambiguously exorcised it.

QFT !

pemerton said:
I think how-to-play text that was more upfront about giving players the right to decide during play who their PC is, and which was also more upfront about the players' responsibility to produce a story by keeping their PCs alive via good tactical play, wouldn't necessarily hurt. And such text might reduce the abashedness that Skeptic is diagnosing.

Keeping the PCs alive may be insufficient to produce a story, but I understand your point.
 
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I really, really don't want to get into a GNS discussion. This is coming from somebody who's spent a lot of time debating and discussing it. Please, it's sell-by date is long expired. Take all the ideas you want as a foundation for your own theory, but please don't use it as is. :)

Anyway, the way I think of "coherence" is: Does the game design actually do what it is setting out to do? The reason I'd personally describe 3e as "incoherent" is because you can run any number of different types of games with it, which can be good, but that if you have a bunch of players who sit down to "play D&D", it's like the blind man and the elephant... you have to do a lot of talking to figure out if all these folks who want to get together to "play D&D" are actually talking about the same thing.

For that reason I don't think incoherence is ever a good thing if you're trying to run a game as written. People make lemonade out of it because they're used to houseruling and snipping bits they don't like, sure. But we'd probably all be better off if those different games had different names and you knew what you were getting.

In comparison, I think 4e is pretty damn coherent. Both in terms of the design, and in the DMing advice given. (I'm ignoring the intro "This is how you play" stuff... it's extremely superficial and the in-depth DMing advice later in the book doesn't match it, so I figure we can safely ignore it.) That's just my opinion from reading the books.

For example, there's bits in the DMG about the PCs looking to gather info in the local wizard's guild library, the DM hasn't yet established that one exists, but since it's plausible and the players have an idea he wants to run with, voila, yes, there is a wizard's guild. Or the quest section where players are encouraged to come up with quests and the DM assigns suitable difficulty and reward. That's pretty neat stuff and it goes far beyond the kinda-railroady introduction text.
 

Good post, skeptic.

1) There doesn't have to be any extra penalty associated with failure for a very simple reason - it sucks to lose. People hate it. So it's fine to gain the same amount of xp/treasure whether you win or lose from a G perspective. This is usually avoided for S reasons ofc. If the PCs run away from the dragon they won't get his treasure hoard.

2) Incoherent games are better than coherent ones, this has been demonstrated by WotC's market research. All players look for a multiplicity of elements in the rpg play experience including challenge (G), roleplaying (S) and story (N).
 
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Doug McCrae said:
1) There doesn't have to be any extra penalty associated with failure for a very simple reason - it sucks to lose. People hate it. So it's fine to gain the same amount of xp/treasure whether you win or lose from a G perspective. This is usually avoided for S reasons ofc. If the PCs run away from the dragon they won't get his treasure hoard.

Simple example :

First encounter = Skill challenge to walk trough a maze that is the entry point to a Lost City.

If sucessfull, move to the Lost City.

If failed : 1 combat encounter + 1 trap encounter, then move to the Lost City area.

In this example, initial failure was better in XP terms, because it lead to two extra encounters.

I'm not sure that "losing suck" is enough to avoid the "we don't care if we lose an encounter, because the DM will simply throw us some different ones".

Doug McCrae said:
2) Incoherent games are better than coherent ones, this has been demonstrated by WotC's market research. All players look for a multiplicity of elements in the rpg play experience including challenge (G), roleplaying (S) and story (N).

I won't go in the D&D is popular, therefore D&D is a well-design RPG debate, sorry ;)
 

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