Mearls' "Stop, Thief!" Article

Wow! Lots of great posts in this thread.

RP is independent of rules. Completely. You can RP with no rules. You can RP while playing Monopoly.

Totally agree with that.

The ability of a game to encourage RP comes down to little more than having the book say 'please role-play, this is a role-playing game, afterall' somewhere. A game can positively whine and lecture at you about the importance of RP, or it can barely deign to mention it. But, the actual mechanics don't make a bit of difference - unless you want to think they do, then, of course, they may make a difference to you. Even mechanics that provide for RP 'bonuses' or 'rewards' just encourage lip-service to RP, not the real thing (depending on the enclination of the DM judging whether the award is received, they could even discourage many sorts of RP).

Don't agree with this. This is one of the things I read that made me think differently: anyway: Lazy Play vs IIEE with Teeth

IIEE is Intent, Initiation, Execution, Effect. How do I decide on which action I'm going to take? That's Intent. How do I clearly state that I am taking that action? Initiation. How do I connect that choice with the game? Execution. What are the consequences of my choice? Effect.

Intent: "Should I use Tide of Iron here, guys?"
Initiation: "I'm using Tide of Iron."
Execution: "I rolled a 15, so I hit AC 26."
Effect: "He takes 8 damage and is Pushed 1 square; I Shift into that square."

What must we establish before we roll? Which power is being used, the location of the target to my PC.

What does the roll decide? How much damage he takes, if he's Pushed 1 square and if I Shift into that square.

What do the rules never, ever, ever require us to say? The details of our characters' actual actions.

My contention is that RP is in the details of the character's actual actions. Games that make those details a required element of resolution (IIEE) are going to support RP in a way that Monopoly doesn't. Sorcerer is a great example of this sort of game; you need to determine the details of the character's actual actions before you can engage with the game's IIEE.

4E is, I think, different from all other editions of D&D in that it's terribly simple to make the details of the character's actions and/or fictional position have an influence on resolution/IIEE (and the Tutorial article on Terrain Powers has simplified this even more!). It's similar to all other editions of D&D in that it never requires us to describe the details of our character's actual actions.

Personally, I think the solution to "I Full Attack" isn't the inclusion of AEDU powers, but instead making the details of the character's actual actions matter when determining IIEE - action resolution.
 

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Not only does the 4e ruleset seem to focus on the board more than any previous version of the game (unless you count 2e's Combat System, which I would claim has the same problem), but the arguments related to 4e consistently centre around the idea that the rules should take primacy over the fiction.

Interesting. How did 2E's combat system work differently from the other edition's? (We should include all - OD&D, AD&D, B/X, Holmes, 2E, 2E Skills & Powers, 3E, and 3.5.)

I started with B/X, spent a year with AD&D, and then moved into 2E; the big difference in play for me is probably best represented (and influenced!) by the games Wizardry: The Proving Grounds of the Mad Overlord and Pool of Radiance. Before PoR we'd put our character sheets in the marching order and engage combats as though we were playing Wizardry, and after PoR we'd use minis to determine location.

Combat pre-PoR was very abstract, and after - not so much.
 

Well, whether it's that or positing a continuum of RP-dependence on one end and rules-dependence on the other, I can't agree.

RP is independent of rules. Completely. You can RP with no rules. You can RP while playing Monopoly.

This is not untrue, but it is so far from being the complete truth that no one I know, or have ever heard of, turns to Monopoly to satisfy that rpg itch. And I very, very, very much doubt YMV.

Which is too bad, because Monopoly has a Star Wars version, a Simpsons version, etc., etc. .... a whole gamut of role-playing opportunities! And it is so much cheaper than the buy-in to D&D! Just buy one boxed set, and you can reskin it forever! It even comes with minis!

And "The ability of a gme to encourage RP comes down to little more than having the book say 'please role-play, this is a role-playing game, afterall' somewhere." is complete bunk.

Write it in you Monopoly rules yourself. Have fun. You'll save a ton of money! Perhaps you can play the shoe?

Interesting. How did 2E's combat system work differently from the other edition's? (We should include all - OD&D, AD&D, B/X, Holmes, 2E, 2E Skills & Powers, 3E, and 3.5.)

Very grid-based; focus on the board.

This was the Player's Option series, sometimes known as 2.5.



RC
 

Player's Option: Combat & Tactics was the first time I saw outright suggestions to use a grid and figures; before that combat was very abstracted and it was more about "What do you want to do?" rather than "How do you do X?" like it is now (although IMO the fact that they added in opportunity attacks forces that, because it's actually sub-optimal and hinders you now to not think of where exactly you are going to move)
 

Interesting. How did 2E's combat system work differently from the other edition's? (We should include all - OD&D, AD&D, B/X, Holmes, 2E, 2E Skills & Powers, 3E, and 3.5.)
I guess he refers to "combat and tactics" system. A battle grid system which was fiddly to be honest. Where in ADnD combat was abstract.

Ninja´d
 

Exactly.

It almost feels as though the new material is tailored to groups of players who enjoy solving tactical puzzles, optimizing characters, and using rules to their advantage. I prefer a game tailored to groups who enjoy role-playing.


RC
 

Exactly.

It almost feels as though the new material is tailored to groups of players who enjoy solving tactical puzzles, optimizing characters, and using rules to their advantage. I prefer a game tailored to groups who enjoy role-playing.


RC

You know... the more I think about how I used to play in 2e versus how I've played since 3.5... I agree with you. And that's coming from someone who is a self-admitted powergamer (and WoW player) who enjoys making optimized characters. Granted, I was really young when I played 2e (like 12) but our combats where a lot more... well, fun, when we didn't have to be concerned about exactly what squares we were moving, or what specific power to use to get the best effect.
 

hardly anybody reads guidelines, and those who read them seldom remember them.

<snip>

if the easiest way to do combat requires imagining a fictional reality, players will do that instead.

One can, of course, overcome this tendency; either by a sustained effort (usually on the part of the DM), or by having players so accustomed to a different style of play that they bring those habits into 4E. But in the absence of either of these, I think board-gamey play is the most likely outcome.
The guidelines I had in mind were mostly those for the GM relating to encounter design.

If the GM designs encounters in accordance with the guidelines in the DMG and DMG2 (or the amalgam of them found in the newer DM's Kit book), then I think that doing combat will require imagining a fictional reality - rooms, walls, trees, pits, ponds, etc, around and within which the combat takes place.

But I think those guidelines would be enhanced by helping to explain to the GM what they are for. At the moment the books talk rather generically about more "interesting" or "dynamic" combats, but don't talk about the contribution that encounter building in accordance with those guidelines will make to construction of and engagement with the shared imaginary space. (I think this is important - we're not just talking here about the players using their imaginations or talking in funny voices - we're talking about (or, at least, I'm talking about) the players engaging the fiction as part of action resolution).)

What the guidelines to GM's don't include is advice on how to build conflicts in encounters that will also encourage that sort of engagement (eg how to choose monsters, plots etc that are relevant to particular PC races, classes, paragon paths, typical backstories etc).

And published adventures tend to undermine the force of the terrain/location guidelines, by not following the advice and producing fairly static encounter areas where the fiction doesn't matter all that much; and they tend to compound the lack of advice on conflict building by having banal hooks, banal plots and a general orientation in favour of railroading.

When it comes to skill challenges the published adventures on the whole are just as bad, and the published guidelines are equally bad - while there are exhortations to the GM to make the fiction matter in action resolution, there is no concrete advice on how to actually do this. (Which is dissapointing, given the other published examples on which the WotC writers could have drawn for inspiration.)

To an extent, then, I agree with you about a need for effort on the part of the GM - but it is not so much effort at the point of action resolution, as opposed to effort at the point of encounter design - to build encounters that will, in their resolution, make the fiction salient to the players. Because once this has been done, the players will engage with it because this is part of what has to be done to play the game.

The converse is equally true - given that it is in relation to terrain and location, as well as to the thematic/plot significance of a conflict, that 4e makes the fiction relevant (and not at the level of facing, body shape, handedness etc), then if encounters are set up and resolved in complete indifference to these matters, the fiction will naturally tend to drop away, as a mere epiphenomenon.

RP is independent of rules. Completely. You can RP with no rules. You can RP while playing Monopoly.
I think that you're talking here about funny voice, first person descriptions of character actions, etc. But this is not roleplaying in the sense that (at least some of us) are debating here.

When P1NBACK, LostSoul and I (and I think also Dausuul and perhaps also RC) talk about roleplaying we're talking about engaging the fiction being relevant to action resolution. In Monopoly this is not true. In Magic: the Gathering this is not true. In these games the fiction is a mere ephiphenomenon. No doubt Magic or Monopoly would be more boring without the flavour text, but the flavour text does not contribute to the mechanical play of the game.*

In an RPG, the fiction should not be a mere epiphenomenon. I think that it is not in 4e, when encounters are built and resolved according to the design specifications. But my view on this (and experience that supports it) is not universal.

*Footnote: it is sometimes suggested that, because flavour text in 4e is not rigid across situations, it is irrelevant to resolution. I don't agree with this. For example, just because "prone" or "sneak attack" can mean different things in relation to a golem, an ooze, a snake etc, it doesn't mean that it's particular meaning on any given occasion of use is merely epiphenomenal. It establishes a particular fictional state of affairs which may be salient to action resolution. While in the case of prone, 4e generally tends not to care about body shape or facing, it could still make a difference - if a humanoid drops prone, for example, it will generally be harder to see any markings on its front, whereas if a snake has been knocked prone (= being flipped onto its back) then it will generally be easier to see the markings on its front. This is fiction as something other than epiphenomenon.

My contention is that RP is in the details of the character's actual actions.
The issue for me is - at what level of detail? And what am I expected to do with that detail?

Like I posted upthread, I'm just not that interested in issues of facing, body shape, handedness, do I swing high or low?, etc. And even if my players told me, I wouldn't know what to do with it.

The part of the PC's actions that I do care about, and that I do know what to do with and how to respond to, are their motivations, their goals, and (in 4e) the way they move about on the battlefield to accomplish these things.

The first big paragon fight in my game has involved defending a village against an assault by a squad of hobgoblin soldiers riding a behemoth, plus a squad of bugbear assassins, plus a handful of devil-worshipping casters accompanied by an imp.

Two of the PCs are good with animals - the ranger-cleric and the wizard. The first thing they thought of when the say the behemoth was knocking of its hobgoblin controller and taking it over. After a couple of rounds the controller was dead and the ranger climbed onto the behemoth (with a successful Acrobatics check to get up on top of it) and proceeded to take control of it (with a successful Nature check). At the end of the combat, when one of the spellcasters was running away, the dwarven fighter joined the ranger to head off on a dinosaur-mounted tracking expedition, as the players discussed whether their should keep the behemoth (and if so, how exactly?), or let it go into the wild, or kill it (and if so, again, how exactly?).

Another thing that happened during the fight was that the drow sorcerer, who was on his own on top of a roof (having flown up there using Winds of Change) was attacked by the invisible imp - who turned out to be Twitch, an imp the PCs had met before and very tentatively bargained with - he had been offering to teach the sorcerer the art of mastering the chaos, but the wizard PC intervened (on general anti-diabolic-bargaining grounds) and drove the imp off. Twitch taunted the sorcerer about his continuing failure to master the chaos, and seemed to have the upper hand in the rooftop duel until the paladin intervened with a Ray of Reprisal, hurting Twitch badly and saving the sorcerer from a lot of damage. Twitch then tried to bargain in turn with the sorcerer - offering to tell him the secret of the mystic rune emblazoned on the inside of his eyelids if the sorcerer would spare him - but the sorcerer refused to bargain. Twitch nevertheless managed to turn invislbe and escape - he had only 5 hp left, but the ranger (the only one who could notice the invisible Twitch) had other more pressing foes to engage.

Another thing that happened was that the dwarf fighter (a polearm melee controller type), who had been locking down a good chunk of the hobgoblins as well as two spellcasters, got stunned by the hobgoblin captain and then knocked unconscious by the attacks of the other enemies surrounding him before he could use any of his many healing resources. At that point things were looking bad for the party. The ranger-cleric couldn't get close enough while staying on his behemoth (and didn't want to let it loose and have to mix it up in melee). But the wizard suggested to the teifling paladin that there was a clear path for him to get to the fighter, if he was able to bust through the wall of one of the houses, which surely was weakened by now after having been burning for a number of rounds. The paladin charged, broke through the wall (but suffered quite a bit of damage as bits of building fell down on him) and had a minor action left to use Lay on Hands - thus reviving the fighter and thereby saving the day.

In my view, what I've just described is roleplaying and not just a boardgame. Various sorts of fictional positioning was at work in all those events. In various ways, it has affected the action resolution, both mechanically (eg taking control of the behemoth, a teifling charging through a burning building) and fiction-to-fiction (eg the re-encounter with Twitch and Twitch's narrow escape).

And to achieve this, I (and my group) didn't have to push against 4e's rules. All I did, as GM, was to follow the encounter building guidelines that the rules provide, plus consider seriously the thematic/plot aspect of conflict design. And given that I'd done that, all my players had to do was to play their characters.

In my view, the fact that facing/position/body shape (other than the behemoth's Huge size) didn't come into it didn't impede the roleplaying, because that is not all that counts when considering and responding to a character's actual actions.
 

I think I'm going to be repeating myself, here, but it's probably my fault for making a post that was too long to read, earlier... ;)

Don't agree with this. This is one of the things I read that made me think differently: anyway: Lazy Play vs IIEE with Teeth

IIEE is Intent, Initiation, Execution, Effect. How do I decide on which action I'm going to take? That's Intent. How do I clearly state that I am taking that action? Initiation. How do I connect that choice with the game? Execution. What are the consequences of my choice? Effect.

Intent: "Should I use Tide of Iron here, guys?"
Initiation: "I'm using Tide of Iron."
Execution: "I rolled a 15, so I hit AC 26."
Effect: "He takes 8 damage and is Pushed 1 square; I Shift into that square."

What must we establish before we roll? Which power is being used, the location of the target to my PC.

What does the roll decide? How much damage he takes, if he's Pushed 1 square and if I Shift into that square.

What do the rules never, ever, ever require us to say? The details of our characters' actual actions.
OK, but what is meant, here, by "the character's actual actions"? The character doesn't have any actual actions - the character doesn't have any independent or physical existence! I know this is an easy shorthand way of saying what is going on, but I think it masks a layer that is critical to understanding what you mean, here. "What the character actually does" is not a physical, independent thing - it is a model in your own imagination with (more or less congruent) mirrors in the imaginations of the other players. By saying that what matters is "the character's actions" as pictured in those models rather than as described by the mechanics you introduce a few of complications:

1) The models in the minds of the various players present are not necessarily identical.

2) By saying that these "actions" matter, rather than the actions as described in mechanical terms, you necessarily postulate an additional set of "rules of the world" that supercede (or at least supplement) the game mechanics. This is not necessarily a problem - but we really ought to consider the form and source of those alternate or additional rules before accepting them.

3) As [MENTION=42582]pemerton[/MENTION] mentions, the question arises "which actions, exactly, are "important"?". I assume it's safe to say that nobody tries to model their ropleplating world at the level of atoms or molecules (even for those universes where such terms are in the slightest bit relevant), and even modelling the precise physical movements of the player characters in all circumstances would be most likely way beyond anything anyone would really consider. I did once see a roleplaying system that modelled each layer of armour, clothing, skin, fat, muscle and bone in an impacted body (with resistances and damage attenuation for each one), but that was, I think, right at the edge of the envelope. If not everything is treated as important/impactful, then the question of "What is?" becomes a defining one.

Now, consider the implications of these complications. You are adding to or substituting for the game mechanics with rules of your own devising - possibly even rules that you prefer to keep intuitive, fluid and unwritten. But you still need to select what aspects of the descriptions players give of the fiction are "important", and you still need to adjudicate the impact those aspects of their descriptions will have. In other words, you are doing exactly the same job the game designers have done, you have just followed your view of what, in those descriptions, is important and what effect it has, rather than the game designers' view. There is nothing wrong with that. But it might help better define the set of rules you are looking for if you can be clearer about what your views about importance and appropriate impact are, rather than ascribing the judgement to a mythical "fiction" or assuming it is in some way "obvious" or "common sense".

My view is that this selection of importance and impact is one of personal aesthetics. Each player will have a personal view - which is mutable to a greater or lesser degree - of what "should be" important and what an "appropriate impact" should be for each "important" element. If the players have more-or-less congruent views on this - and/or enough flexibility to compromise over it - all goes well. If the personal tastes clash, all goes not-so-well.

With all this in mind, I propose the following tenets:

- It is a virtue to be tolerant and accepting about what others consider "important" and "appropriate impact".

- It is a virtue to be open and broad-minded in terms of the range of combinations of "importance" and "impact" (i.e. play-styles) that one is prepared to engage with.

- Communication about the "important" and "impactful" aspects in a game is good, since no single model of what is "important" or what "should have impact" is a universal or self-evident "truth" - it is all essentially personal taste, since it is all imaginary, anyway.

It almost feels as though the new material is tailored to groups of players who enjoy solving tactical puzzles, optimizing characters, and using rules to their advantage. I prefer a game tailored to groups who enjoy role-playing.
For some value of "role-playing". The reason I really prefer not to use the term in discussion is that the one thing I can say for sure about its meaning is that different people mean different things when they say it...

If we are to have a really useful discussion I think it would be useful to try to really decipher what we really mean when we use these "shortcut" terms.

You know... the more I think about how I used to play in 2e versus how I've played since 3.5... I agree with you. And that's coming from someone who is a self-admitted powergamer (and WoW player) who enjoys making optimized characters. Granted, I was really young when I played 2e (like 12) but our combats where a lot more... well, fun, when we didn't have to be concerned about exactly what squares we were moving, or what specific power to use to get the best effect.
So, does that really mean that you dislike what you do now, or that you like both? I certainly like both abstracted and tactical combat - at different times, obviously - and use both in games I play. This is why I try to be very clear that I find 4E D&D to be an excellent game at what it does - not at being any sort of "ultimate roleplaying game" (which I don't believe exists, even in principle).
 

What do the rules never, ever, ever require us to say? The details of our characters' actual actions.

Dude. Nice try, but it's going over (nearly) everyone's head. ;) I'm with you 100%, but...

Here we are 10 pages later. My rule of thumb is that if a thread is going past 10 pages: lost cause.
 

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