Mearls' "Stop, Thief!" Article

Let's turn 4e into something more like minatures combat and a tabletop wargame. We'll start by removing that grid and replacing it with movement speeds measured in inches (and tapemeasures or templates to measure where fireballs go).

1E AD&D doesn't use this system. Sorry. False.

Then we'll lower the hit points. We want the combats to resolve fast and it shouldn't matter if you die - you can simply take another character.

Fallacy.

1) More hit points doesn't mean that "death matters". Actually, what it really means is that combat lasts longer. Death in 4E matters about as much as it does in 1E in so much that making death matter is an act of the gaming group, not the rules necessarily.

Then we'll take out all the non-combat skills - they aren't needed. But the rogue needs a few, so we'll give him and only a couple of other people some skills.

You think not having "skills" makes the game into a wargame? There's hundreds of indie roleplaying games that would beg to differ. Again: logical fallacy.

We'll then take out all the powers - we want minatures combat not strong focus on who we are and what we are doing. And then let's compress the defences. It's the class of your armour that matters.

You think "powers" give a strong focus on who you are and what you do? Actually, the opposite is true.

Without powers, we need to know exactly what you are doing so that we can adjudicate it. With a power, it doesn't matter what your character is actually doing in the fiction, only what happens on the tabletop: shift 1, deal 2dX damage, fall prone.

What happened? Who cares?

You know what? Every change I am making to make 4e more like the minatures combat games I also enjoy makes it more like 1E AD&D.

You need to go back and play 1E AD&D.

The very origins of D&D are a hack to minatures combat rules. Because that's what Gygax and Arneson were working with.

A hack that added roleplaying. Braunstein was the first hack and it evolved from there. What changed? Major David Wesley decided to let the players play individual "roles" with motivations and freedom to improvise and use their imagination outside of the normal scope of wargaming.

That's what 1E AD&D eventually became, and a lot of wargamers hated D&D because of the far departure from actual wargaming.

Again, your assumptions are false.

Given this history of D&D, saying that "4E comes as close to this as D&D ever has" and "We're moving ... toward a miniatures game." is somewhere between saying "it's moving back towards its origins" and a ridiculous assertion.

That's not at all what I am saying, as noted above.
 

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You think "powers" give a strong focus on who you are and what you do? Actually, the opposite is true.

Without powers, we need to know exactly what you are doing so that we can adjudicate it. With a power, it doesn't matter what your character is actually doing in the fiction, only what happens on the tabletop: shift 1, deal 2dX damage, fall prone.

What happened? Who cares?

Good post, and sorry I can't XP it right now.

This part is, I think, actually critical in parsing out Neonchameleon's objection, because it does display a real problem....and not just with his knowledge of the history of the game.

4e's power system could have been engineered to provide a "strong focus on who we are and what we are doing" had it been coupled to the fiction. There is some evidence in the rulebooks that it was intended to do this; that an ooze should not have been knocked prone, and that the DM was intended to step in and put the fiction first. And, when used in this way, I am sure that role-playing is more strongly engaged.

The online community (or a portion thereof) has been very vocal in opposing the RAW interpretation of the rules (where the DM does intervene in using powers in ways that make no sense to him or her).

I wonder how this discussion would fare without that element? I am guessing that my objections would be far fewer.


RC
 

4e's power system could have been engineered to provide a "strong focus on who we are and what we are doing" had it been coupled to the fiction. There is some evidence in the rulebooks that it was intended to do this; that an ooze should not have been knocked prone, and that the DM was intended to step in and put the fiction first. And, when used in this way, I am sure that role-playing is more strongly engaged.

I'm working on something that does exactly this.

It's based around expanding DMG Page 42 into a comprehensive resolution system that incorporates mechanical tidbits (prone, forced movement, damage, etc.), but stems from the fictional description.

So, there are no "powers" per say. Everything relies on adjudicating the fiction.

Describe what you do, then we apply the rules.

It's the opposite of 4E's general mechanic, where we choose the rules we want to use, and then overlay a fictional description.

If I can rewrite the rules to be robust enough to give DM's solid guidelines for adjudicating from fiction to rules, and allowing players to be effective by using creative and vivid descriptions, well, I'll consider that a success.
 

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 pemerton mentions, the question arises "which actions, exactly, are "important"?". ... If not everything is treated as important/impactful, then the question of "What is?" becomes a defining one.

1) I'm not sure that's a good thing or a bad thing. It does exist, though.

2) The kind of system I enjoy makes the imagined or fictional details of your character and/or setting an important element in the game's mechanics.

3) When I wrote the rules for my hack of 4E I intentionally left this vague. I wanted different DMs to satisfy different aesthetic preferences. However, based on the stats a character has, the skill list (including weapon and implement proficiencies), and the way that DCs are set, I think my hack does suggest a certain level of detail in resolution.

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".

I don't ascribe judgement to the fiction or assume anything is obvious; I give one player (the DM) the authority to make judgement calls based on his aesthetic preferences and the responsibility to maintain the consistency of the game's imagined setting.

When I say "aesthetic preferences", what I mean is that one DM might have a view of combat that is more in line with what is seen on TV and base judgements to keep with that view, and another with more knowledge about combat in the real world might have a more realistic vision for combat in the setting and want to make judgement calls that reinforce that view.

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.

Good call.

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).

I'm not sure what you mean by "both".
 

I don't ascribe judgement to the fiction or assume anything is obvious; I give one player (the DM) the authority to make judgement calls based on his aesthetic preferences and the responsibility to maintain the consistency of the game's imagined setting.

There's some weird baggage that comes about with RPGs where I think people fight against this. It's odd to me.

The most powerful tool an RPG has is its ability to react to anything the player wants to do with their character. In a lot of games, this tool is called the DM (or GM or MC or whatever). In other games, that role opens up to multiple people. But, I find the most satisfying play comes from a single authority that has this responsibility.

And, like that cliche phrase: with great power comes great responsibility.

But, instead of D&D going in a direction that emphasized this aspect of play, and gave new DMs tools to not be douchebag DMs, we have 3rd Edition+ that tried to just codify everything.

I think that was the wrong direction personally. It persists in 4E.

I'd like to see RPGs take the stance that creative imaginings is the most powerful aspect of roleplaying games, and give DMs and players tools to take advantage of that aspect. So, I'm happy to see you going in this direction.
 

The most powerful tool an RPG has is its ability to react to anything the player wants to do with their character.
based on the stats a character has, the skill list (including weapon and implement proficiencies), and the way that DCs are set, I think my hack does suggest a certain level of detail in resolution.
I agree with P1NBACK, but have also quoted LostSoul to make the point that what counts as a satisfactory description of what a player wants to do with his/her character is a variable matter. Some may care about details of positioning. I don't.

instead of D&D going in a direction that emphasized this aspect of play, and gave new DMs tools to not be douchebag DMs, we have 3rd Edition+ that tried to just codify everything.

I think that was the wrong direction personally. It persists in 4E.
I don't regard powers in 4e as codifying everything that a PC does, and thereby removing the GM's role in adjudicating the fiction. Powers give players a set of descriptions that they can reliably deploy - "My guy does this thing!" - which are then used in the course of expressing what it is that the character is doing, in the sense of "doing" that is relevant, in 4e, to engaging with the fiction for the purposes of RPGing. Those things might be "rescuing my friend" or "deploying my holy might against this demon" or "dancing over this pit trap like a ninja of old" or whatever. They are obviously not things like "hitting high" or "jumping over his blade while using his weight against him" - in 4e that stuff is almost always just colour (perhaps not in some page 42 contexts).

I regard 4e as appealing most naturally to those who share the sensibilities of 1970s Marvel Comics or the John Boorman's (I think that's right) 1981 Excalibur - combat is an important expression of value (moral, aesthetic and prudential) not in virtue of its nuances of positioning and the like, but in virtue of the means of combat that a protagonist brings to bear, and the goals that s/he pursues via those means.

Of course, in forming this view I could just be projecting from my own case! (And if I'm right then it's a sad indictment of most of the 4e modules - which I regard as completely at odds with the design sensibilities of the published hardbacks.)
 

As I have said elsewhere, should you state "X is not impeded by game Y", so long as X is defined in such a way that the statement is true, I won't argue with you. BUT, if the discussion is about why some people believe that X is impeded by game Y, then the way those people define X is, IMHO, the critical one, and the one that should be adopted (for purposes of discussion only).
Fine, but this works both ways. You can state any "X is imeded by game Y" and it will be true for some definition of X, such that the statement is true. The key lies either in seeking some universal (or, at least, generally accepted) definition of X or defining what X means for you when you make such statements, surely?

I'm wondering if you believe that roleplaying can occur without any immersion? And, if so, what does "role-playing" mean in that context?
Yes, I believe that roleplaying can occur without immersion - perhaps it's time I defined what I see "roleplaying" as. This is likely to be long - sorry...

Let me divide the word into two parts - "role" and "playing". Taking the first, "role" refers to taking the part of an entity or entities in an imagined game world. The entity/ies should have at least some degree of sapience and at least the appearance of free will. The range is really broad, here, in that the only sapient, free-willed entity whose part I could not take in roleplaying is myself, in the real world (because in any other world it wouldn't be 'me').

The second part is almost as broad, but requires more explanation. "Playing" I see as referring to a spectrum; at one end is the total, immersive identification of the "Turku style" roleplaying; at the other is the type of identification that might come while playing a game like Squad Leader or even, at a stretch, Monopoly. The base requirements are (1) that the actions taken by the entity/ies whose role I am playing takes place in a world I can imagine as having independent existence (even though, clearly, it does not - hence it is a "fiction"), (2) that I identify with the entity/ies I am playing the role(s) of, at least to the extent of thinking of them as "my guy(s)", and (3) that I 'play' them in the sense that I select their goals and intentions. I have used conditional plurals, here, but I will, in general, only be identifying with and 'playing' one individual entity at any one time - although there may be exceptions (mob psychology, groupthink and such like - even hive mentalities, possibly). This plural identification is most relevant when I GM, rather than when I am a player.

The identification aspect is perhaps more clearly explained by analogy to movies, television and books. Most movies and television are not filmed in "first person"/"through the eyes of the protagonist" mode - and yet I, at least, can still identify with the movie characters. Likewise, most fiction in books is not written in the first person - and yet I can identify with the protagonist in many novels without problems. In the same way, I can picture a roleplaying world in my mind from a third-person view and have no problem identifying with a particular character in that tableau. Add to that that I decide what they wish to do, at least in their conscious mind, and you have what I call "roleplaying".

The "playing" part of "roleplaying" thus runs the gamut from "play" in the sense of "take on the persona of, as if it were a mask over my own personality", to "play" as an actor (non-method actor type) might portray a part, to "play" in the sense of a puppetmaster "playing" the strings of a marionette, to "play" in the sense that a director directs the actions of actors on a set, to "play" in the sense of using the entity I am portraying as a (mutated) proxy for myself in a competition.

In all of the described scenarios I am "playing a role", rather than acting directly as myself. All of them require some exploration of an "imaginary space" and taking part in the definition of that imaginary space (by, at a minimum, describing the goals and intentions of the entity/ies I am playing the role of). Pretty much all else - the nature of the entity/ies I am portraying, the rules of the imaginary surroundings, the social mechanisms for communicating about the imagined space and the focus or aim of the roleplaying activity, to mention just a few elements - is almost infinitely malleable. To me, in fact, that is a major - perhaps the ultimate - attraction of roleplaying as an activity. There are almost no limits - anything I can imagine, I can roleplay.

Hence, for me, 'immersion' is required for a subset of roleplaying, and is not a superset.

1) I'm not sure that's a good thing or a bad thing. It does exist, though.
Sure - I said it was a "complication". That's not necessarily bad, but it might need some thinking about and planning for.

2) The kind of system I enjoy makes the imagined or fictional details of your character and/or setting an important element in the game's mechanics.
The more I think about this I think it boils down to "at what level?" I think pemerton makes some good points, here - the difference between wanting to know that a character tries to physically harm another creature and wanting to know the angle of the sword cut they make, the bodily manoeuvre used and the justification of any and all subsequent effects is one of degree, not fundamental quality. Is it sufficient to know simply that the character is good at this stuff and, depending to some extent on chance, may get certain results from doing it - or do we need to know how and why they achieve these results in detail? And, if the latter, what specific detail, exactly? In the former, aspects of the setting - that this sort of result is possible, that the situation is suitable to achieve such a result and that this character is good at getting these results, for example - are important. The only difference, perhaps, is that it is the player's decisions of character intent, rather than their justification of their desired result, that has effect.

I don't ascribe judgement to the fiction or assume anything is obvious; I give one player (the DM) the authority to make judgement calls based on his aesthetic preferences and the responsibility to maintain the consistency of the game's imagined setting.
That is a perfectly valid way to play. It's one I am tired of, personally, and maybe a little disillusioned with, but for those that find it satisfying I wish them well with it. But other ways to play also exist.

When I say "aesthetic preferences", what I mean is that one DM might have a view of combat that is more in line with what is seen on TV and base judgements to keep with that view, and another with more knowledge about combat in the real world might have a more realistic vision for combat in the setting and want to make judgement calls that reinforce that view.
Quite so. It's these sorts of "world attributes" that I think are very much better communicated clearly up-front. The game rules are a generally pretty effective way to communicate them - but other communication methods clearly exist!

I'm not sure what you mean by "both".
Heh - good point! I should have said "all of them", maybe...

Basically, I enjoy both games where the action is described in a very general, abstract way (with the in-game outcome described in an arbitrary manner post-facto) and games where the action is detailed down to the intended sword cut angle (Riddle of Steel, anyone?) before the outcome is determined.

I also enjoy both games where the rules define the world-setting "physics" for both the GM and the players, with GM discretion dialled to a minimum and tactical competition to the fore, and games of collaborative world-building, where the world "physics" is defined by mutually agreed aesthetics, subject only to consistency with what has been settled upon before, during play.
 

Balesir, your definition completely defies and contradicts your earlier statements and statements within your most recent post.

You say you need "free will" and you "decide what they wish to do".

This is impossible in most boardgames (especially Monopoly), without house rules.

So, the fact that you claim you can roleplay Monopoly proudly, then turn around and give us a definition of roleplaying that completely contradicts the requirements, makes me believe that you really don't have a clue as to what roleplaying is in contrast to how you define it.

Cheers.
 

You think "powers" give a strong focus on who you are and what you do? Actually, the opposite is true.

Without powers, we need to know exactly what you are doing so that we can adjudicate it. With a power, it doesn't matter what your character is actually doing in the fiction, only what happens on the tabletop: shift 1, deal 2dX damage, fall prone.

What happened? Who cares?

This same thing can be said though about any version of the game if you want to boil it down to its base elements.

Roll some dice for damage. What happened? Who cares.

Take a look at a couple of spells in prior editions. They're just a bunch of fancy words telling you to ultimately roll some dice, but described in a way to help evoke your imagination.

The powers I'd say are no different. They're just a bunch of fancy words trying to help evoke the player's imagination.

Tying a bunch of similar powers together can help the player feel a stronger focus on what he is and what he does in the same sense that tying similar spells together did in prior editions.
 

This same thing can be said though about any version of the game if you want to boil it down to its base elements.

Roll some dice for damage. What happened? Who cares.

Nah, that's not true.

You need to do something in order to roll damage right? You can't just say, "Ok, I roll damage."

The GM will look at you like, "Wtf? No. What are you doing?"

It's different in 4E, where you say, "I'm using Flaming Phoenix of the Iron Tower Spikes Lure..." And, then the GM says, "Oh, ok. Damage?"

It works without saying, "Yeah... But, what did you do?"

Even though, when I DM 4E, I always ask, "What happens? How are you doing that?" etc. Unfortunately, it's largely irrelevant to the resolution of said mechanic.

Take a look at a couple of spells in prior editions. They're just a bunch of fancy words telling you to ultimately roll some dice, but described in a way to help evoke your imagination.

The powers I'd say are no different. They're just a bunch of fancy words trying to help evoke the player's imagination.

Tying a bunch of similar powers together can help the player feel a stronger focus on what he is and what he does in the same sense that tying similar spells together did in prior editions.

I disagree. Components alone tell you something about the fiction occurring. Verbal? You're chanting then yeah? What happens when you're gagged? The rules lead into the fiction. And, vice versa.

I'm not saying all 4E rules are like this. I'm saying 4E goes further toward the boardgame, disassociated end of the spectrum, where we layer fiction on top of the rules instead of invoking rules because of what's happening in the fiction.
 

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