Mearls' "Stop, Thief!" Article

I'm not saying that 4E isn't gamist at its core - you may not have seen it all but pemerton and I had quite a discussion on this, and my position is still that 4E primarily supports a gamist agenda (and does so well). But, nevertheless, pemerton has convinced me that the same "manoeuvre room" that 4E affords that allow long campaigns of functional gamist play can also be used to bring in thematic (i.e. narrativist) elements.

That is not to say that I don't think there are many better narrativist supporting games out there, but many people do seem to be attached to D&D for colour/nostalgia/mythology reasons. As a result we get huge "edition wars" and impassioned tirades because, even though other games may do someone's preferred style far better than D&D ever did, they are wedded to D&D and now can't make it do what they want it to.

D&D is also far easier to find players for than other RPGs, for much the same reasons.

The end result, then, is that D&D 4E can support gamism - which was always D&d's "core competency" - and narrativism. The only folk "out in the cold" are the simulationist guys. That doesn't bother me - I found better places to scratch my sim itch long ago - but it does tear some folk up. Sad, really, since any move that will really help them will, I'm pretty sure, really screw the game up for those served already by 4E.

Whaddaya mean, "mere" gamism??? Let's not start up that whole style snobbishness stuff again, please ;)

I think it caters well to a 'gamist' agenda. Honestly I'm not really particularly taken with the whole 'GNS' concept anyway. It perhaps captures some elements of trade offs in design, but I don't think it does much for how and why people PLAY. I think WotC's breakdown of player types is a much better guide to that.

That being said 4e is a fairly solid game. The tactical elements can be emphasized and you can play it pretty much as a skirmish game if you so desire. You can also blend in stronger RP elements and focus heavily on that aspect. Depending on how much the DM is inclined to factor story elements into action resolution you can get a pretty wide range of results. You can also play a very story-driven game out of combat and still have very gamey tactical fights. You generally can't do that with Storytelling systems, and while 3.5 isn't far off from 4e here overall it seems to me it just doesn't get out of your way as much away from combat encounters, and combat itself lacks the same sophistication. 3.5 did a reasonably good strategic game though, assuming you were a full caster. 4e so far seems to be going through an awkward phase there with item crafting and consumables being a little confused.
 

log in or register to remove this ad

MrMyth, I agree with most of your post. I just wanted to respond to one part of it:

Pemerton said that he felt that 4E let him build a character focused on concept, and do so without feeling suboptimal. Perhaps a better word would be simply 'competent'.
This isn't quite what I said.

What I said was that 4e supports play decisions (ie decisions at the point of action resolution, not at the point of PC build) that would be suboptimal in the real world, but aren't necessarily suboptimal per the 4e rules. (Analogies would be bringing a knife to a gunfight - not viable in the real world, viable for some 4e PCs; or using archery against tanks - not viable in the real world, viable for Hawkeye, Green Arrow and some 4e PCs.)

I also said that, in any given situation, the typical 4e PC has a range of viable options available. The game is not monistic in that sense (which contrasts with the teleport-ambush style play that Rolemaster, and I believe mid-to-high level 3E, tend strongly to encourage).

The combination of these two factors means that, in my experience at least, 4e supports "theme through combat" play. (Non-RPG examples of "theme through combat", as I noted upthread, include 1970s Marvel Comics and the 1981 film Excalibur.) An example from the encounter I've talked about quite a bit upthread: the party ended up relieving pressure on the dwarf, who had been holding a good chunk of the NPC forces singlehandedly, by having the tiefling paladin charge to his rescue through the wall of a burning building. In the real world, almost any other way of relieving pressure on a comrade would be superior to this, and leaving it to the last minute like this would be disastrous. But 4e permits this sort of decision-making. It is in this way that I regard it as very forgiving.

This is a different point from the idea that 4e supports suboptimal PCs built to express a theme rather than pursue tactical prowess. This further point is also true to at least some extent (the wizard in my group probably comes close to fitting this description, although a 20 starting INT does compensate for a multitude of other departures from tactical optimality). But it's not what I was saying.
 

why is encounter balance and player balance (in combat) so important for 4e? I think gamist focused play benefits much more from a robustly balanced encounter design system than other games... I think Exalted, LoA, and Heroquest are all more focused on the type of thematic play that permerton speaks to... and none of them have a robustly balanced encounter design system (in fact they don't seem particularly concerned with balance in encounters, at all.)
Because it makes things vastly easier to DM for a new DM. And it allows much better narrative pacing
But again this mainly serves the combat encounter in 4e which centers around a gamist challenge
The last comment here tends to beg the question - you don't establish that 4e is primarily gamist by assuming that combat centres around gamism!

I agree with Neonchameleon but would go further - after GMing Rolemaster very regularly for nearly 20 years, I still find the balance and pacing support of 4e a huge benefit. Rolemaster has no encounter building guidelines (its monster levels are mechanically meaningless) and has incredibly swingy action resolution - mid-to-high level PCs have various resources (mostly spells) to cope with the more severe consequences of the swinginess, but they don't mitigate the effect of that swinginess on pacing.

So I find 4e's tools here very helpful even though I'm quite an experienced GM. And I don't really feel the force of Imaro's contrast with HeroQuest (I can't comment on Exalted or LoA) - HeroQuest also has pretty tight pacing guidelines built around action resolution difficulty numbers. (I have found that HeroQuest, Maelstrom Storytelling and to a lesser extent Burning Wheel have all been very helpful rulebooks for supporting my 4e GMing.)

And tools for controlling difficulty and pacing aren't just important for gamist play, as reflected by their incorporation into HeroQuest. They can also be helpful in theme-focused play, by allowing the stakes to be amped up or down in appropriate ways.

I think 4E neither specifically supports nor fails to support "strategise or die" gaming; most RPGs could be used that way just by amping the encounter/conflict opposition strength and stakes to the very edge. I think the need for "you need to be "1337" to survive" for gamist play is frequently, um, overstated. For me, at least, it's far more about the inter-player kudos awards for neat plays and nasty "gotchas". The challenge has to have a certain amount of, well, challenge, of course, to make the tactical plays worthwhile, but even when the deck is stacked to make TPK unlikely there can be challenge present.
A very good post. I agree, and it makes a lot more sense of 4e's gamist potential than most of what I see put forward in relation to that.

pemerton[/B] has convinced me that the same "manoeuvre room" that 4E affords that allow long campaigns of functional gamist play can also be used to bring in thematic (i.e. narrativist) elements.

That is not to say that I don't think there are many better narrativist supporting games out there, but many people do seem to be attached to D&D for colour/nostalgia/mythology reasons. As a result we get huge "edition wars" and impassioned tirades because, even though other games may do someone's preferred style far better than D&D ever did, they are wedded to D&D and now can't make it do what they want it to.

D&D is also far easier to find players for than other RPGs, for much the same reasons.

The end result, then, is that D&D 4E can support gamism - which was always D&d's "core competency" - and narrativism. The only folk "out in the cold" are the simulationist guys. That doesn't bother me - I found better places to scratch my sim itch long ago - but it does tear some folk up. Sad, really, since any move that will really help them will, I'm pretty sure, really screw the game up for those served already by 4E.
More good stuff - keep it coming! (Eventually I'll be able to XP you for some of it.)

I agree about the issues people have with D&D, and also the likely unhappy consequences for those (like me) who like 4e of a swing back towards simulationism.

I think that classic D&D gamism was different in its payoff structure from the sort of gamism you describe in relation to 4e (and this is part of why it's taken me a while to see where you're coming from in talking about 4e's gamism). I think in classic D&D play ("dungeon crawling") there is a very heavy chassis of exploration - think Tomb of Horrors and White Plume Mountain as the most gonzo exemplars of this, and Hidden Shrine of Tamoachan as a slightly more naturalist version - with the gamism sitting on top of that, and consisting in using the information and lessons gained via exploration to "beat the dungeon". I think quite a bit of RM play also probably falls under this description.

The best characterisation I know of this sort of play, although I think he frames it in an unnecessarily pejorative context, comes from Ron Edwards:

This person prefers a role-playing game that combines Gamist potential with Simulationist hybrid support, such that a highly Explorative Situation can evolve, in-game and without effort, into a Challenge Situation. In other words, the social-level Step On Up "emerges" from the events in-play. . . His preferred venue for the Gamist moments of play is a small-scale scene or crisis embedded in a larger-scale Exploration that focuses on Setting and Character. In these scenes, he's all about the Crunch: Fortune systems should be easy to estimate, such that each instance of its use may be chosen and embedded in a matrix of strategizing. . . As for playing the character, it's Author Stance all the way. He likes to imagine what "his guy" thinks, but to direct "his guy" actions from a cool and clear Step On Up perspective. The degree of Author Stance is confined to in-game imaginative events alone and doesn't bleed over into Balance of Power issues regarding resolution at all.​

4e doesn't support this sort of play particularly well at all, in my view (which is why I get confused when some people say that 4e is all about the dungeon crawl) because it lacks the heavy explorative element (at least of setting if not character), and (as has been frequently discussed) it's action resolution mechanics tend to be orthogonal to much of the exploration, rather than reinforcing of it. I think that this difference of 4e from classic D&D is what helps explain why even traditional D&D gamists don't like 4e.

As to why I play D&D rather than something more obviously suited to my narrativist preferences, like HeroQuest: like I said upthread, I'm with a group that includes serious wargamers, M:TG champions, PbM winners etc. I'm the member of the group least into these sorts of games, but I still own 1000s of collectable gards (for ICE's and Decipher's LotR games). I'm the only member of the group who doesn't play computer games (on or offline) at all - most of the rest are pretty serious about them. In this group, tactically rich action resolution is a desirable technique - it gives us what we're looking for out of a game. It also supports those interplayer kudos awards that Balesir talks about. And it creates a particular sort of mechanical environment in which a certain sort of thematic material can be engaged with.

The preference for this sort of gameplay tends to rule out HeroQuest. Burning Wheel or The Riddle of Steel would probably be alternatives, but perhaps are a bit grittier than what my group is generally looking for - the whole history/myth element of gonzo fantasy, which 4e really emphasises both in the core rules and via books like Underdark and the Plane Above, is something my group enjoys. Hence 4e D&D.

For us, what keeps the game in RPing territory rather than skirmish territory is that these techniques are used in service of the sort of thematic play I've been talking about here (and on other threads, like the "Should this be fixed?" thread on General). It's by no means hardcore narrativism - it's pretty vanilla, and the thematic content is often not all that serious (the notion that narrativism has to be emotionally deep is one the I reject - it can be, but needn't be). Also, my other main point on this thread - about the forgiving character of 4e tactical play compared to real world tactics - means that any latent gamist pressure here needn't push away from engaging with the thematic material. We have one player in particular whose main interest probably is gamist rather than thematic -and who plays the archer-ranger/cleric - but because of the way the mechanics work his focus on Balesir-style play doesn't detract from the sort of play others are going for, and the way I set up encounters doesn't prevent him from engaging them in the Balesir style, mostly looking for kudos from his fellow players.

Based on my experience to date, then, I feel that 4e has struck a pretty nice balance in supporting my group's game, with basically no need to drift at all other than supplementing the tactical encounter build guidelines with thematic encounter/scenario build guidelines - but given that these are implicity in later books like Underdark and The Plane Above, I'm not even sure that this really counts as supplementation, let alone drfit.
 

I think that classic D&D gamism was different in its payoff structure from the sort of gamism you describe in relation to 4e (and this is part of why it's taken me a while to see where you're coming from in talking about 4e's gamism). I think in classic D&D play ("dungeon crawling") there is a very heavy chassis of exploration - think Tomb of Horrors and White Plume Mountain as the most gonzo exemplars of this, and Hidden Shrine of Tamoachan as a slightly more naturalist version - with the gamism sitting on top of that, and consisting in using the information and lessons gained via exploration to "beat the dungeon". I think quite a bit of RM play also probably falls under this description.

4e doesn't support this sort of play particularly well at all, in my view (which is why I get confused when some people say that 4e is all about the dungeon crawl) because it lacks the heavy explorative element (at least of setting if not character), and (as has been frequently discussed) it's action resolution mechanics tend to be orthogonal to much of the exploration, rather than reinforcing of it. I think that this difference of 4e from classic D&D is what helps explain why even traditional D&D gamists don't like 4e.

I'm curious about this. What, mechanically and/or thematically makes 4e less suitable for exploration play than say 1e AD&D? I can't say honestly that I've run what I would consider a dungeon crawl using 4e, so I'm curious. Thanks.
 

I think there are a few things.

4e PCs take too long to build to be easily replaceable. 4e combats take a lot longer than AD&D combats, and adding more combatants on the PC side tends to slow things down rather than speed them up. The treasure parcel system isn't especially well suited to a "loot as reward" rather than "items as PC build subsystem" approach. A lot of action resolution that in AD&D would be done via freeform player-GM negotiation is, in 4e, brought under the abmit of the skill mechanics.

I think it would be quite possible to do a 4e scenario that involved the party making its way through some sort of monster-infested labyrinth. And provided you structured the quest and skill challenge XP the right way, you could even do it in a way that promoted looting over combat, at least to an extent. But I don't think it would play much like classic D&D.
 

I think there are a few things.

4e PCs take too long to build to be easily replaceable. 4e combats take a lot longer than AD&D combats, and adding more combatants on the PC side tends to slow things down rather than speed them up. The treasure parcel system isn't especially well suited to a "loot as reward" rather than "items as PC build subsystem" approach. A lot of action resolution that in AD&D would be done via freeform player-GM negotiation is, in 4e, brought under the abmit of the skill mechanics.

I think it would be quite possible to do a 4e scenario that involved the party making its way through some sort of monster-infested labyrinth. And provided you structured the quest and skill challenge XP the right way, you could even do it in a way that promoted looting over combat, at least to an extent. But I don't think it would play much like classic D&D.

Yeah, I was kind of thinking maybe our concept of what such a game consists of is more shaped by past games than by requirements for a good fun experience.

Not sure why the 4e style of action resolution is less suitable, that's an interesting one to think about. Have to think about the nature of treasure more, I don't know what I think about that yet.

The 2 areas that spring to mind for me are the time commitment implicit in combat and the fact that 4e is designed to avoid 'gotcha' type mechanics like individually lethal traps.
 

Also, my other main point on this thread - about the forgiving character of 4e tactical play compared to real world tactics - means that any latent gamist pressure here needn't push away from engaging with the thematic material.
It's a bit of an aside, but I don't equate the desire for "real world tactics" with gamism (or even simulationism, in fact) at all. I see a sort of assumption that all RPGs should "make sense" from a real world perspective* quite a bit and I think it really relates to a need to have sufficient "reference points" for the game setting to be believable rather than any specific GNS agenda. Different people have a different setting for "enough", but as long as there is enough I'm not sure that the actual nature of the reference points matters that much (i.e. they can be a "real feeling" - or, at least, "familiar feeling" - location description, tactical landscape, character composition or whatever).

*: Apart from the spells. And the divine stuff. And the spikey armour and the unfeasibly big weapons. And whatever the Romans did for us, presumably...
 

YThe 2 areas that spring to mind for me are the time commitment implicit in combat and the fact that 4e is designed to avoid 'gotcha' type mechanics like individually lethal traps.
The combat point is an obvious one, yes. And your point about traps is a good one that I haven't thought of like that. It probably generalises to certain sorts of creatures as well. And also the way treasure is hidden.

EDIT: The "gotcha" stuff also relates back to my point about action resolution - it's not going to work the same way in a game with passive Perception rules, for example.
 
Last edited:

It's a bit of an aside, but I don't equate the desire for "real world tactics" with gamism (or even simulationism, in fact) at all.
Agreed. What I was trying to say is that because pursuing the sort of gamist-kudos you referred to is possible in a variety of ways (because 4e, in my view, is not monistic in the tactics that it favouors), having a more gamist-oriented play tends not to disrupt other players seeing combat as a way to also express theme.

This is a difference, I think, from classic D&D, where if one player is pushing hard for tactical optimality, and another for thematic expression, there will tend to be a clash - because in classic D&D thematic expression in combat tends to undermine tactical optimality.
 

Agreed. What I was trying to say is that because pursuing the sort of gamist-kudos you referred to is possible in a variety of ways (because 4e, in my view, is not monistic in the tactics that it favouors), having a more gamist-oriented play tends not to disrupt other players seeing combat as a way to also express theme.

This is a difference, I think, from classic D&D, where if one player is pushing hard for tactical optimality, and another for thematic expression, there will tend to be a clash - because in classic D&D thematic expression in combat tends to undermine tactical optimality.

Yeah, in 4e you can express your thematic 'thing' in ways that are unlikely to be terribly bad tactics (or at least don't HAVE to be). In AD&D you had few ways to express the individual identity of your character, mechanically, so I do recall it would tend to run to strange hijinks or highly suboptimal equipment and etc selection. Hadn't quite thought of it that way before.
 

Pets & Sidekicks

Remove ads

Top