Mearls' Legends and Lore (or, "All Roads Lead to Rome, Redux")

For everyone involved in and/or reading this thread could you please define what "heroic protagonism" is?
You clearly have some definition of the words "heroic" and "protagonism" which are idiosyncratic to the point of exiting the English language and no desire to actually define how you're using them.
Well, it's not as if none of us on this thread have ever crossed (virtual) paths before!

In case either of you has forgotten, I'm the 4e-GMing Friend of Ron Edwards (The Shaman's terminology - it abbreviates FoRE). By "heroic protagonism" I mean character- and situation-focused narrativist play. This is, roughly, play in which the players build rich and compelling thematic material into their PCs - both as part of their backstories and over the course of actual play - and the GM's job is to frame and resolve situations which engage with this thematic material, whether by reinforcing it, challenging it, or otherwise forcing the player to use and develop it. Other terminology that I've used to express the idea is that the players, in building and playing their PCs, create hooks that the GM is obliged to follow (this is sort of the opposite to the standard D&D approach).

From time to time I've also borrowed from another poster (I can't remember who) the phrase "just in time GMing" to describe this approach - the point of this phrase is to make clear the contrast to exploration-based play. In my preferred game, the role of the GM is not to create a world for the players to explore (using their PCs as vehicles) but rather for the GM to create and shape situations that engage the players' thematic concerns (as expressed via their PCs). The gameworld is therefore created on a "just in time" basis, in response to those expressed thematic concerns.

Here is a link to an actual play thread by me. And here is a quote from Paul Czege that I trot out from time to time, and that captures this sort of approach (although I think he is a lot more hardcore than I am - my sort of narrativism is really pretty vanilla in comparison, and mostly my game is fairly typical party play):

Let me say that I think your "Point A to Point B" way of thinking about scene framing is pretty damn incisive. . .

There are two points to a scene - Point A, where the PCs start the scene, and Point B, where they end up. Most games let the players control some aspect of Point A, and then railroad the PCs to point B. Good narrativism will reverse that by letting the GM create a compelling Point A, and let the players dictate what Point B is (ie, there is no Point B prior to the scene beginning).​

I think it very effectively exposes, as Ron points out above, that although roleplaying games typically feature scene transition, by "scene framing" we're talking about a subset of scene transition that features a different kind of intentionality. My personal inclination is to call the traditional method "scene extrapolation," because the details of the Point A of scenes initiated using the method are typically arrived at primarily by considering the physics of the game world, what has happened prior to the scene, and the unrevealed actions and aspirations of characters that only the GM knows about.

"Scene framing" is a very different mental process for me. Tim asked if scene transitions were delicate. They aren't. Delicacy is a trait I'd attach to "scene extrapolation," the idea being to make scene initiation seem an outgrowth of prior events, objective, unintentional, non-threatening, but not to the way I've come to frame scenes in games I've run recently. More often than not, the PC's have been geographically separate from each other in the game world. So I go around the room, taking a turn with each player, framing a scene and playing it out. I'm having trouble capturing in dispassionate words what it's like, so I'm going to have to dispense with dispassionate words. By god, when I'm framing scenes, and I'm in the zone, I'm turning a freakin' firehose of adversity and situation on the character. It is not an objective outgrowth of prior events. It's intentional as all get out. We've had a group character session, during which it was my job to find out what the player finds interesting about the character. And I know what I find interesting. I frame the character into the middle of conflicts I think will push and pull in ways that are interesting to me and to the player. I keep NPC personalities somewhat unfixed in my mind, allowing me to retroactively justify their behaviors in support of this. And like Scott's "Point A to Point B" model says, the outcome of the scene is not preconceived.

How does it feel? I suspect it feels like being a guest on a fast-paced political roundtable television program. I think the players probably love it for the adrenaline, but sometimes can't help but breathe a calming sigh when I say "cut."​

4e supports this sort of play well. In fact, my view - which I've been articulating on multiple recent threads, some of which either or both of you has participated in, such as this one - is that this is what 4e was desgined to do. 3E does not support this style of play particularly well - for example, it has no mechanism whereby the player can set the thematic tone of the game and oblige the GM to engage it (cf Paragon Paths and Epic Destinies in 4e, not to mention classes like the Warlock, the Avenger or the Invoker), and its mechanics favour scene extrapolation, and hence exploration, over scene framing (cf skill challenges, not to mention the whole approach to combat encounter design and resolution, in 4e). (And here's another recent thread in which playstyles were discussed, in which I talked about the difference between thematically-driven play and other playstyles.)

And those dynamics are what exactly? I mean a DM who monitors the availability/acquisition of healing magic in his 3e campaign can ultimately arrive at the same result mechanically as every character having healing surges... can't he?
Not really, no.

As is pretty well known, 4e combat (when an encounter is built following the guidelines in the DMG, and when it is resolved using the 4e action resolution mechanics including page 42 of the DMG) has a distinctive pace: the monsters start out very strongly, putting the PCs on the ropes, but at a certain point into the combat the tide turns, as the PCs' resilience - manifested paradigmatically but not exclusively by their healing-surge based abilities including second wind - kicks in. (Besides healing, there is also the capacity of the PCs to, over the course of a combat, increasingly dominate the tacitcal dimensions of the combat, like terrain and positioning, via the use of their superior powers in these respects.)

I don't know if 3E, suitably tweaked, could be used to replicate this - I don't think it's trivial, given that (i) drinking a healing potion is a standard action, and (ii) a fair bit of combat power is located in full-attack actions, which preclude movment, and (iii) the range of fighter builds that exert the battlefield control of a 4e defender is fairly limited. I'm pretty confident that 3E won't give this particular experience right out of the box.

(And that's ignoring a whole host of other considerations, like the fact that 4e is designed in all sorts of ways - from spell lists to encounter buidling guildelines - to make scry-teleport-ambush a tiny part of the game, whereas the design of 3E very strongly encourages scry-teleport-ambush as the optimal mode of play at mid-to-high levels.)

Maybe I'm missing your point, but the grappling rules in 3e aren't really "gritty" or particularly "intricate" (IMO, again different locks, holds, etc. with differing results) compared to other systems rules. I would say they are convulted however and that is where some people's dissatisfaction with them come from. Now granted, compared to 4e which has no actual rules for grappling (only grabbing) outside of specific powers for specific builds... I could see where you might take the view you have... but I just don't see any difference except that it's grapple vs. grab.
3E's grapple rules have a notoriously high search and handling time. This is a marked contrast with 4e's grab.

It's also pretty notorious that unless a PC is built as a grappler, grappling by high-level monsters becomes quite hard to deal with. (In part because of the size contribution to the grapple check, and in part because of the need for opposed checks, which aren't a part of the normal combat system.) I've got nothing against a system in which grappling a giant squid is a challenge even for a very experienced warrior - but in my view it doesn't sit very well side-by-side with the fact that the warrior in question can routinely walk away from 50' or 100' drops onto solid ground.

It has skill checks, a combination of which allow one to achieve his goals (There's just no artificial pre-set limit of x successes before Y failures)
I just don't think 4e's skill challenges really do anything for the game that can't be done with normal skills.
InterestingIMO, the 4e skill challenges that I have read about and seen seem to sacrifice too much of the organic and spontaneous nature of free-form skill checks for quantification and definition.
What you call an "artificial, pre-set limit" or "quantification and definition" - which are things that differ from ordinary skill checks, and hence open up options that can't be so easily achieved using ordinary skill checks in combination with scene extrapolation - is in fact crucial to my point. Skill challenges are, among other things, a device for framing and resolving scenes without having to play out all the details of scene extrapolation, whereas 3E has no comparable mechanic. They achieve this precisely in virtue of their structure, which governs the injection of complications into a situation by the GM, as well as the way in which players respond to those complications (via their PCs' skill checks).

3E, on the other hand, relies upon either scene extrapolation (which may permit protagonism, but is often tedious rather than heroic) or else GM handwaving (which may or may not be heroic, depending on what the GM narrates, but is the opposite of protagonism).

Eh, not about to read a long thread to see more examples... but if you have a few that stand out by all means please present them.
3E wizards, at mid-to-high levels, have a wide range of ways both to engage the scenes that the GM presents, and to step outside or reframe them (teleport and its ilk, terrain alterning spells, domination magic, divination magic, etc etc). Martial PCs, in 3E, have little or none of this.

A simple example: in 3E, a wizard - who's main schtick is not climbing - has access to the option of climbing without a chance of failure (via the Spider Climb spell). A rogue or fighter, however highly trained in Athletics skill, on the other hand, must always make a skill roll, and hence risk failure (unless the skill bonus is within 1 of the climb DC).

4e has all sorts of features that differ from this - rogue powers that grant invisbility with no need for a skill roll, powers that grant martial PCs climb speeds, etc. Not to mention Come and Get It - a favoured topic of discussion - which grants the player of a fighter limited but sometimes important narrative control over the behaviour of the NPCs, which control can then be used to reinforce the status of the fighter PC as a heroic protagonist.

Overall, the notion that 4e doesn't offer anything that 3E didn't is one I find remarkable - particularly coming from posters who I tend to think of as among those who frequently emphasise that 4e offers a different (and, for them, less desirable) gaming experience than does 3E.

4e can be used as a vehicle to tell the same stories as 1e AD&D and vice versa; that does not mean, however, that they are good vehicles for doing so.
This, on the other hand, I agree with almost completely. My only quibble would be that it is, perhaps, overly generous to the capabilities of both systems.
 
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[MENTION=1210]the Jester[/MENTION]: Do you have an easy link to your lake with ghouls SC?

No, but I'm happy to repost it. :)

My Adventure Tscire Nobi said:
FINDING THE ISLAND (Level 11 Skill Challenge and one or more EL 9 encounters; total xp 3800 or more)

The pcs should be able to hire a boat to take them out on White Lake for a couple of gold pieces, but the island itself is cloaked by a combination of illusions and weather magic (cloaking it in fog). In order to find it, the pcs must defeat this magic by completing a skill challenge.

RUNNING THE SKILL CHALLENGE

Finding the island is a level 11, complexity 3 skill challenge. To successfully complete it, the pcs must achieve 8 successes before 3 failures. Once the pcs get close (after they have achieved 5 successes), see Complications, below.

Since a combination of illusion and weather hide it, the pcs' possible approaches to finding the illusion include the following:

Search Grid: The lake is truly too large to divide and search without immense manpower, but the pcs can spend six hours to eliminate everything within a few miles of the Delphinate proper. Doing this doesn't require any skill checks or gain a success or failure for the party, but gives all further checks in the skill challenge a +2 bonus.

Pierce Illusions: A character that expresses the belief that illusions are involved may attempt to see through them with an Insight check (DC 27). Success means that the character earns a success; though they cannot see through the veils of mist, they can make out which ones are illusory. Failure ensnares the characters further in the misty magic; they gain a failure.

Countermagic or Follow the Flow: A character trained in Arcana may attempt to sense the presence and direction of flow of the magical energy that cloak the island (DC 19); doing this earns one success for the party, while failing earns the party a failure. Once the presence of the magic has been sensed, a trained character may attempt to countermand the cloaking spells here in order to eliminate them, but doing so is very difficult (DC 29). A character that makes this check earns two successes, while failing it gains only a single failure. A character that uses dispel magic against the fog earns an automatic success for the party.

True Navigation: The characters may attempt to simply use their Perception (DC 23) or knowledge of Nature (DC 19) to navigate. Using such a skill earns either a success or failure for the party. Alternatively, a character could make a History check (DC 19) to remember details on the locations of the lake's islands; the party can earn only one success this way (although they could conceivably earn multiple failures!).

Watch the Ghouls: During and after the attack of the sodden ghouls (see Complications), a pc could try to discern the direction of the island by watching their behavior using either Insight (DC 19) or Religion (DC 19). A daring character might also swim in pursuit, using Athletics (DC 20). The characters earn successes or failures for any of these instances.

Rituals: Using a divination or weather control ritual earns the pcs one to three successes, depending on the ritual, its level and how cleverly the party uses it.

Complications: As the pcs get closer to the island, they enter a more active layer of the island's defenses. After their 5th success, the party is ambushed by a trio of sodden ghoul wailers (OG 154; level 9 soldiers), who attack from the water, attempting to pull the boat's pilot into the water before dealing with the pcs themselves. The round after they attack, two more sodden ghoul wailers grab the boat from under the water and attempt to tow the vessel away. Each round until that the ghouls tow the boat, the pcs lose one success.

As soon as the pcs defeat the three sodden ghoul wailers above the water, the other two retreat into the depths unless any pcs are in the water, in which case they attempt to drag them under and slay them. If the pcs want to attack the two ghouls under the water, they must enter the water or hole the deck of the boat.

Each time the pcs achieve a 5th success, they are attacked by another group of ghouls unless they are still dealing with the first group. In practice, this means that they must continue to work on the skill challenge while fighting the ghouls, or they will end up fighting group after group of them without ever making headway.

Success: When the pcs achieve their 8th success, read the following:

In the mist ahead, a rocky island starts to resolve itself. A short pier, inexpertly constructed of wood, bobs above the waves, with three small rowing craft attached. You can see the suggestion of a steep upward slope, but the thick vapor in the air makes it impossible to tell more.

Failure: The pcs become hopelessly lost. It is full dark by the time they finally find shore, and it takes until almost 2 a.m. to return to the Delphinate. The pilot who took the pcs on this journey, if still alive, must be impressively compensated or he swears off the party thereafter.

For the record, my party failed the challenge for two days (bad dice night for our heroes) before they even hit ghouls. The third day they succeeded and managed to do it with only one encounter with the ghouls- they fought them off and got their last success (via hand of Lester, er I mean hand of fate.)
 

Overall, the notion that 4e doesn't offer anything that 3E didn't is one I find remarkable - particularly coming from posters who I tend to think of as among those who frequently emphasise that 4e offers a different (and, for them, less desirable) gaming experience than does 3E.
I think 4E absolutely offers things 3E does not. I just don't agree that any of the things you are discussing are among them. :)
 

No, but I'm happy to repost it. :)



For the record, my party failed the challenge for two days (bad dice night for our heroes) before they even hit ghouls. The third day they succeeded and managed to do it with only one encounter with the ghouls- they fought them off and got their last success (via hand of Lester, er I mean hand of fate.)

About a month ago, I worked through the probability of Skill Challenge successes. Here's my upshot:

One of my points is the group should be trying to use the optimal choice every round if the group has complete insight into the challenge (i.e. it is presented to them to read). If the challenge is run 'blind', options that exist that aren't optimal and can lead to a failure are effectively a trap; they reduce the overall chance of success and the comparative difficulty may not be easily discernable by the group.

Glancing at The Jester's "finding the white lake skill challenge" there are DCs ranging from 19 to 29 on actions the characters can attempt. Assuming similar levels in the appropriate skills, the PCs should restrict themselves to the DC 19 checks. If the PCs has a skill bonuses of +17, i.e. they fail on a 2 and they never gain a failure from the sodden ghouls, but don't take actions that cost time of resources (i.e. optimal play), then they have less than 2 percent failure chance. If they gain one failure from the ghouls and blindly choose some other interesting sounding options, such as disbelief (DC 27) and use Perception to navigate instead of Nature (DC 23), their chance of success falls below 40%.

I note that your DCs have a 10 point range -- DC 19 through 29. Assuming there isn't a massive change is skill levels for the different skills, it looks like any attempt to use a 'fancier/flashier' skill would seriously reduce the group's overall probability of succes. Was this intended? By your recollection, did the group try more esoteric stuff the first two times?
 
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So, basically, if you always played D&D the way that 4e plays, then it seems like the same tent to you. BUT if you played D&D in a way that is different than 4e plays, it seems that the current tent is smaller, and, unless you change the way you play, you are outside it.

That seems really, really obvious and clear to me.

"But I always played this way!" doesn't mean that you can't see the change in tent size, IF you are able to see that there are people who play differently. "But I always played this way!" only causes you to see the tent as the same size if you are unable to do so.

And, sure, you can use Chinese Checkers to tell the same stories you can in 4e, RCFG, or 1e AD&D. But Chinese Checkers is not the best system for any of these stories.

Likewise, 4e can be used as a vehicle to tell the same stories as 1e AD&D and vice versa; that does not mean, however, that they are good vehicles for doing so.


RC

AFAIC, the only people who are convinced the tent is smaller is people who don't like 4e and somehow think that just because the game doesn't cater to their specific needs, it must somehow not cater to anyone's needs. The fact that earlier editions didn't cater to my needs but 4e does somehow doesn't mean that the tent has gotten bigger or even stayed the same size just shifted to the left four feet.

If, OTOH, you realize that each edition simply focused on different aspects and go from there, then we're all golden. I've yet to see an adventure that cannot be translated from one edition to the other. After all, it's ridiculously easy to translate 1ed adventures into 4e and I imagine going the other way would be pretty simple as well.

Would they play differently? Oh sure. Totally agree there. But, then again EVERY edition plays differenlty. Take one of my favourite modules - The Lost City. Great module. One of the basic elements of that module is survival. You start the adventure with no food or water and if you don't find both fairly soon, you're going to die.

Try doing that in 3e. In 3e, the cleric, at first level, has three castings of zero level Create Water, each of which will create enough water for 4 people for a day. Hrm, problem solved. Purify Food and Drink means that the first monster they kill, they can eat safely. Also a zero level spell.

If you translate The Lost City into 3e, that major aspect of the module goes away because Basic D&D characters certainly couldn't do anything like that.

And, oh look, the 4e characters can't either.

So, right off the bat, if I want to translate my favourite module into 4e, it's going to play closer to the original than the 3e version will.

Now, I'm sure people are going to jump up and down and talk about how their favorite module just cannot be translated, etc. etc. Sure. I'll believe that. There are modules that won't work very well in 4e that would work better in 3e. Totally agreed.

But, the idea that 4e has somehow closed off the tent is ridiculous. It's a talking point for those who want to run covert edition wars and bitch about 4ed. Every edition has its strengths and weaknesses. 4e plays to my strengths. Good for me. 3e plays to other people's strengths. Good for them. It's only when people want to kick one edition or another out of the tent for not playing to their strengths that we have problems.

The tent hasn't changed. The only thing that's changed is that now there's a part of the tent that isn't catering directly to one group that has had it all their way for the past ten years and they're pissed off about it.
 

Pemerton said:
Overall, the notion that 4e doesn't offer anything that 3E didn't is one I find remarkable - particularly coming from posters who I tend to think of as among those who frequently emphasise that 4e offers a different (and, for them, less desirable) gaming experience than does 3E.

Something I've noticed that has become a running theme is that 4e is only allowed to be different from 3e when that difference is framed as a negative. If the changes in 4e are framed as a positive, then they absolutely existed in previous editions and are nothing new or are derided as misinterpretations and not really advantages at all.

It's funny. If I say that 4e sucks because it's totally different from what came before, there's all sorts of people who will pat me on the back and tell me I'm right.

If I say 4e is great because it's totally different from what came before, the same people will tell me I'm either mistaken and those things have been there all the way along, I was just too poor of a player to know it, or, I'm mistaken and those things that I think are improvements are actually suckiness in disguise.

One would think that if a game were totally different, then some things would just be better. It's pretty hard to be totally different AND completely wrong at the same time. That would take some serious effort on the parts of the game designers. :confused:
 

About a month ago, I worked through the probability of Skill Challenge successes. Here's my upshot:



I note that your DCs have a 10 point range -- DC 19 through 29. Assuming there isn't a massive change is skill levels for the different skills, it looks like any attempt to use a 'fancier/flashier' skill would seriously reduce the group's overall probability of succes. Was this intended? By your recollection, did the group try more esoteric stuff the first two times?

I'm not The Jester, but, if I could take a stab at this. It's entirely possible for a group not to have all the skills covered. My current group has no one trained in Thievery for example. Not intentional, just happened this way. So, a wide variance in skill DC's could reflect party make-up quite easily.
 

I think 4E absolutely offers things 3E does not. I just don't agree that any of the things you are discussing are among them.
Given that I've run vanilla narrativist Rolemaster, I'm sure that I could run vanilla narrativist 3E (although RM, for various reasons to do both with its character build rules and its melee combat and spell casting rules, is probably better suited to the job). But the claim that 4e is not better suited for character- and situation-driven narrativsit play isn't one I can really get behind.

What's the 3E analogue of Come and Get It? Of resovling a one-week overland journey via a complexity 2 skill challenge? Of second wind? Of a player choosing to play an eladrin, or a feypact warlock (or an eladrin feypact warlock) and in virtue of that very character building choice making the feywild, and the relationship of this ideal otherworld to the mortal realm, a core thematic element of the game that is to be played at the table?

(To be fair to 3E: in the absence of GM-adjudicated alignment rules, the monk and the paladin might be answers to my last question. Unfortunately, though, GM-adjudicated alignment rules are core to 3E, and given the number of spells that rely on them stripping them out is non-trivial.)
 

I'm not The Jester, but, if I could take a stab at this. It's entirely possible for a group not to have all the skills covered. My current group has no one trained in Thievery for example. Not intentional, just happened this way. So, a wide variance in skill DC's could reflect party make-up quite easily.
I think Nagol's point still holds, however. Given that training is only +5, and at level 11 item and power bonuses are probably no higher than +4, it is going to be fairly rare for a party to have a better shot at a DC 29 check than at a DC 19 check, even if the latter is in an untrained, unoptimised skill.

On the other hand, to be fair to the Jester, most of the DCs are in the 19 to 23 range, which is within the tolerance for stat, training, item and power bonuses. And the DC 29 countermagic attempt, which is outside that range, also earns two successes - depending on whether or not the players have a sense of how hard but how worthwhile this might be to achieve (and that would depend on the Jester's approach to GMing this challenge), that could well be worth going for, perhaps concentrating a variety of party resources and actions in order to pull it off.

The only DC in the Jester's challenge that strikes me as problematic is the DC 27 Insight check. If I was running this I might be inclined either to lower the DC, or else to make the consequences of failure a -2 on the next check, or to increase by 1 or 2 the DC of all subsequent navigation checks, or something of that sort.
 

"Using the same general playstyle."



Sorry, see my response to Beginning of the End. I am over quota.

EDIT: IMHO, 3e made the tent bigger, in some ways for good (IMHO) and in some ways for ill (again, IMHO). For instance, I believe that 3e was the first D&D where the "people from modern era enter the fantasy world" trope actually works (like!) but it is also the first D&D where half-dragon half-ooze monks make their appearance....and they make their appearance as player characters (dislike)! It's hard to do a "normal folks deal with the strange and unknown" trope when the party consists of a half-dragon, a warforged ninja, a humanoid turtle, and a talking rat! ( :lol: )

Personally, I would prefer a modular tent. A core experience, with additions that modify that core experience (but are not considered core). AFAICT, 4e has got the first part (a strong core experience), but the GSL specifically restricts the production of the other. I think that hewing close to a core experience may well be a good thing for a game, even if it is not a core experience that I am particularly interested in. I am interested in attempts to modify that core experience, though (for example, LostSoul's fiction-first hack) and attempts to fully embrace it (Mallus' surreal but really cool campaign setting).


RC

First, thanks for the clarification... :)

I've used different playstyles with every edition of D&D that I've played. I've had games that were heavy exploration with each edition. I've had games that were gonzo crazy dungeon fests. I've had games that would have made any Monty Haulist run to their momma. I've had games that were strictly by the book. I've had games with homebrewed rules. I've had games that bordered on community theater (and not in a good way, either... LOL).

Like I said... I do understand that some people don't like 4e for various reasons. But not liking 4e doesn't somehow mean that the game you play at home stops being D&D... and therefore you've been kicked out of the "tent".

In my view, exploring new designs and options can only make the hypothetical tent bigger. It can't possibly make it smaller.
 

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