BryonD
Hero
Hey Perm,Look, if you want to insult my GMing and tell me that I run a crappy game using a crappy ruleset, just come out and say it.
You are a great GM, running a great game using a fair to middlin ruleset.

Hey Perm,Look, if you want to insult my GMing and tell me that I run a crappy game using a crappy ruleset, just come out and say it.
As always happens in these threads, the goalpost keep getting moved and definitions keep changing to the point where no one can keep up with the silly "debate".
If multiple posts of multiple hundreds of words on this thread - including that amount of detail on the overland skill challenge - aren't adequate, why don't you go to some of the actual play threads I linked to upthread.Apparently the word "explain" escaped your notice there. Try again.
If you can't tell the difference between what Czege describes and railroading, or in Edwards' terminology the differene between plot and situational authority, then I don't know what experience you're bringing to this, but I assume it doesn't include much familiarity with modern/indie RPGs.Hmmm... I had assumed, based on your praising quotations of Czege, that you were similarly shameless in your railroading, but apparently you feel great shame about it. Sorry about that.
HehIf multiple posts of multiple hundreds of words on this thread - including that amount of detail on the overland skill challenge - aren't adequate, why don't you go to some of the actual play threads I linked to upthread.
If you can't tell the difference between what Czege describes and railroading, or in Edwards' terminology the differene between plot and situational authority, then I don't know what experience you're bringing to this, but I assume it doesn't include much familiarity with modern/indie RPGs.
The notion that Czege and Edwards are railroaders, or advocates of railroading, is too absurd for words. They're up there with Robin Laws and Vincent Baker as designers of player-focused RPGs.
As I said earlier, go to some of my actual play threads and tell me where the railroading is. As you'll see on those threads, I'm quite happy to talk in detail about the way I GM my games. It's not just theorycraft.
They're not the same thing. They are more than tangentially related, however, because in order to respond to the outcome of a given player-driven scene, it is necessary to frame a new scene on the fly. The elements of that scene may on may occasions be pregiven (eg some key NPCs, perhaps even a key location) but the details won't be, as they arise out of what happened previously.
A robust system of encounter-building guidelines based on level appropriate DCs helps with this. A simulationist system makes it harder, because either (i) the simulation gets the DCs wrong relative to level and pacing considerations, or (ii) building in enough additional factors(eg in a combat or other physical challenge, perhaps weather or lighting) to make the simulation generate the right numbers for pacing and level considerations takes too much time. (This is based on my own experience of the differences between running Rolemaster and running 4e.)
My understanding is that a prestige class is (i) subject to GM approval, and (ii) tends to require the PC to achieve the requisite backstory in the course of play (the non-mechanical prerequisites for many prestige classes). Of course, (ii) is another avenue for the GM to control access to the class, given that the GM is typically the final arbiter on the world design and encounter design consideratins that would determine whether or not (ii) can be satisfied.
Paragon paths have neither (i) or (ii). That's the difference. And it is consistent with a more general difference in tenor of the two rulesets as to where this sort of control over the fiction is located.
Skill challenges for overland travel are one obvious example. A published instance I'm familiar with is Heathen in one of the early free online Dungeons.
The healing mechanics are another. Both short rests and extended rests - which separate healing from any ingame activity or use of resources - open up much greater flexibility for scene framing, and reduce the impact of ingame causal considerations on the transition from scene to scene (again, the contrast here with Rolemaster and AD&D is very stark - 3E, with its wands of CLW, might make the contrast less stark, but I don't know that wands of CLW contribute very much to a feeling of heroic protagonism).
These two techniques can in fact be combined so that - for example - the consequence of a failure in an overland travel challenge is inability to get an extended rest. Which then allows what are, in the gameworld, encounters that occur on different days (and therefore not threatening to verisimilitude in their temporal proximity) to be, in mechanical terms, encounters drawing on the same bundle of daily resources. This is harder to achieve in a game where healing is heavily simulationist and closely linked to the ingame activity of the PCs, and in which skill checks and their contribution to overland travel are also handled in a much more micro-detail fashion.
What I've just described can't be done in Rolemaster (unless the GM suspends the normal action resolution rules) without going through all the minutiae of the skill checks to determine whether or not the PCs find a place to rest, succeed in getting to sleep, make their RRs against getting woken by biting insects and hooting owls, etc etc. The core 3E rulebooks don't, to me, suggest that 3E plays any differently from RM in this regard.
It allows, for example, a player to play a ranger, whose knowledge of the wilderness contributes importantly to the party's survival, without the actual play experience at the table bogging down into tedious minutiae about setting up campsites.
In the combat case, it allows players to build and play PCs whose protagonism is expressed via their choices in combat - this is always likely to be fairly central to a D&D game, given what D&D is about - without getting bogged down in (i) high search-and-handling time minutiae, and (ii) excessive grittiness. The combat pacing feeds into this. The way in which the PCs rebound in combat - what powers do they use, against whom, synergising with whom, at what potential costs - is part of what narrativist play in D&D involves (if you don't want combat in your narrativism, don't play D&D!).
The whole tone of your post implies that I'm mistaken in my views as to what 4e can do as a system, its strengths, and its differences from more simulationist systems. And maybe I am - the human capacity for self-deception knows few limits! But it seems strange to me that you simultaneously deny that 4e can deliver the same play experience as 3E, and deny those actual examples of difference that a fairly experienced 4e GM is putting forward. What are the differences, then?
Oh dear. You seem to be confused.
Allow me to explain the analogy for you:
"Tent" = "Current Edition of the Game Supported by WotC"
Now, re-read your message and see if it makes any sense at all.
/snip
I mean, I would be very happy to define the tent as "all rpgs", in which case it is a very big tent indeed.
But, in the case of WotC, "D&D is all a big tent with room for every edition!" rings false when they have limited access to earlier editions as far as they legally can. Likewise, "4e is a big tent with room for every playstyle!" rings false when one examines the designer commentary or what the edition actually does well.
Mike Mearls said:When we look at the past, we see how we played the game and learn where it started. As we move forward from D&D’s beginning, we see how the game changed, why it changed, and how we changed in response. When we understand the sum of those 38 years of changes, we can understand the present. We can see the big picture, the tale that extends from 1973 (the year Gary signed the foreword to the Original Edition) to today. A cycle emerges, as each version of the game represents a shift from one gaming generation to the next. What I’d like to do in this column is inspect that cycle, take it apart, and use it to look to the future.
/snip
On a tangent: Want to lead me to Rome, WotC? Release "Return to the Forbidden City" with a big (not mini-scale) poster map of the Forbidden City, and a ton of detailed locations as a mini-campaign setting. Done well, I'd pay a pretty penny for that boxed set, and I don't even play 4e!
Well, just think about it, okay?
RC
Imaro said:Ok, you still have not explained how 4e's gamist system makes pacing and thematic meaning in a challenge any easier since the rules are only presenting DC's that represent a mechanically appropriate encounter for whatever level of challenge you wish to present to the players. Yet in no way do the rules, in and of themselves, incorporate pacing or theme as you claim.
I figured that since for much of D&D's history, there have been multiple supported editions of D&D in print at the same time, the Tent simply means "Playing D&D in some form". 3e players have support from Paizo,
Which is something I think most of us would agree with.
If you're playing RAW, that's only true for successes. And for successes it's only true if the skill challenge has a complexity of 3+ and only if the check had a hard DC.Additionally, you can have a success (or failure) count as multiple, meaning that you can end a challenge before the intially estimation of successes.
"Everything is roughly the same length" is a really awful methodology for pacing, though.So, pacing is actually quite easy to control and, has the added bonus, of not having any one element completely bog down play as each part of the challenge should be roughly the same length.
If you can't tell the difference between what Czege describes and railroading, or in Edwards' terminology the differene between plot and situational authority, then I don't know what experience you're bringing to this, but I assume it doesn't include much familiarity with modern/indie RPGs.
Here are some ways the rules incorporate, or open the door, to thematic content:Yet in no way do the rules, in and of themselves, incorporate pacing or theme as you claim.
To an extent, of course it does. So does Runequest. But Rolemaster does moreso than Runequest, because each round in melee, and every time a spell is cast, the player must choose how much to stake on the attempt (in melee, that is by allocating points to attack and defence; in casting, that is by choosing how many spell points to spend and how much spell failure to risk).3.x also allows PC's to express their protagonism via their choices in combat
This is true of 3E damage. I don't think it's particular true of 3E grapple (because of the opposed checks, which make the resolution closer to Runequest in certain respects). For similar reasons I don't think it's true of 3E tripping.As far as grittiness goes... I don't understand your usage of the word. IMO, Runequest is gritty... D&D in all forms (without houserules) just isn't.
4e doesn't have rule 0. It does have a brief discussion of whether or not the GM should fudge rolls (p 15). My own play experience suggests there is no need to - the system is very robust, and won't give game-wrecking results simply in virtue of a string of high or low rolls.even 4e has rule 0 so everything still boils down to whether the DM approves it or not
This is about social contract, and establishing what world the game is being played in. Like any other game, sensible 4e players would resolve this before starting to play together. (In my case, I emailed all my players telling them to build PoL PCs, that any Forgotten Realms stuff had to be refluffed as PoL, and that each PC needed to have a backstory including, at a minimum, (i) a reason to be ready to adventure, and (ii) a reason to be ready to fight goblins.)How can a player in 4e take a Dragon Slayer PP without the DM's agreement that dragons exsist?
Because it might have nothing to do with 5 obstacles. It might be 5 obstacles. It might be on obstacle, but with four resulting complications in the course of engaging with that obstacle. What those complications are is likely, furthermore, to depend on what has happened before in the course of resolving the skill challenge.How is the design of a skill challenge (X successes before Y failures) any better than setting up 5 obstacles in a wilderness journey using Pathfinder, that must be faced before reaching a destination?
Well, if you run your skill challenge in such a way that when 3 failures have occured you can't explain what is happening in the gameworld, or what the rationale for the resulting fictional situation is, then you've got a problem, I agree. This would be like narrating an extended contest in such a way that when 5 points are accrued you can't explain how one side won and the other lost.In fact I feel like I have more control over pacing here because the challenges don't end arbitrarily or become pointless because my players happened to fail 3 checks before 5 were made. In my 3.5 game if I set up 5 obstacles my PC's will face five obstacles (barring something like death as a reprecussion for failing to overcome one of them) then my PC's will face 5 meaningful obstacles
Well, I follow the advice in the DMG and the DMG2 and impose consequences for individual skill checks as the challenge unfolds. These can be both narrative consequences - if PC 1 has just successfully Intimidated an NPC, this may have implications for the range of options available to PC 2 hoping to use Diplomacy - and mechanical consequences - when I ran a "running out of the collapsing temple after you stopped the dark ritual" skill challenge, indvidual failed checks resulted in damage to that PC, as pieces of falling masonry were only narrowly dodged.In fact I would say that individual reprecussions and awards cater to the thematic concerns and narrative of different PC's better than one that has a binary ending regardless of how well or bad you did individually.
First, this isn't quite correct. As discussed in various places (DMG 2 at least, perhaps also the Essentials GM's guide) the short rest is first and foremost a pacing tool. Page 263 of the PHB describes it as "about 5 minutes long". The GM's guidelines make it clear that the GM is free to vary this in order to support encounter pacing.Short rests and extended rests are very much tied into in-game time. You can't penalize someone for not taking an extended rest unless a certain amount of in-game time has passed... and the same goes for a short rest... so again I'm not seeing your point.
Right. I can play this way to. I did so for close to 20 years running Rolemaster. It's a style of play that has many virtues. Strong pacing is, in my experience, not one of them. Too often you have to fight against the system, because there is no obvious alternative (other than GM fiat) to actually playing it all out via the minutiae of task resolution and scene extrapolation. Which is, by away, exactly what I see as implicit in the phase "make the face the difficulty of finding good shelter".The narrative and thematic control in 3e is set by the particular challenges the PC's face... if I want to drain them and make them tired then I make them face the difficulty of finding good shelter... if I want them to face being weakened the obstacles become monsters... and so on
I don't know quite what you mean by "produce a narrative". By "narrativism" I'm meaning it in the technical sense coined at the Forge - that is, play which aims to engage with thematic ideas, and express them, in the course of play. (Edwards calls this "addressing a premise". My personal view is that his notion of what counts as an interesting premise is a bit narrow - he focuses too much on moral questions to the exclusion of aesthetics, for example. But I believe that he is a biologist, not a philosopher or literary theorist, so his narrowness here is pretty easily forgivable.)IMO, the synergizing of powers is tactical play not narrativist. You can slap a coating of narativism over it but it's ultimately tactical play... your powers synergize to produce tactical variance in the game... they do not inherently produce a narrative.
Of course player style matters. As I've posted upthread, for many years I ran a vanilla narrativist Rolemaster game. I'm sure I could run a vanilla narrativist 3E game. But 4e has features that better support narrativism (and with rules like skill challenges, Come and Get It, healing surges, etc it's not entirely vanilla).Well IMO, this boils down more to DM and Player style than anything in the rules of 3.5 or 4e... I've seen minutae filled skill challenges and a single skill check cover a broad area in 3.x
Well, as Ron Edwards has pointed out here and here, it's not particularly surprising that a given system might support both narrativist and gamist play (examples he gives are Tunnels and Trolls and Marvel Super Heroes). Both sorts of play involve grabbing hold of the game elements, and using them to do something rather than just exploring them.IMO, the differences are gamism vs. simulationism... you see all I'm reading in your posts are how you've tweaked and slapped a coat of paint on a gamist system to make it more narrative in your opinion.
What can I say - it sounds like you've had bad experiences with 4e. But I can assure you I've not done any major tweaking. Other than the two conditions on PC background that I stipulated for my group - not something that the DMG canvasses, to the best of my recollection - I'm just playing it according to the manual.And for the record I am running a Heroquest Nameless Streets game on the weekends and IMO, it plays nothing like 4e.