Metagame role of PoL compared to alignment

pemerton said:
To sum up: PoL makes alignment redundant by offering a well-conceived way of integrating adventuring parties and motivating them to adventure drawing purely on the social realities of the gameworld - there is no need to impose the dead and heavy hand of metaphysics upon the gameworld in order to make the game play properly.

That's HORRIBLE.

D&D caters to a large assortment of settings. WotC publishes some, 3rd party publishers others, many come from books or movies like Conan, and even more are homebrew creations of the DM's imagination.

Forcing the world to do the job of an alignment system limits the possible worlds. In my world where even in the same race their are factions and dislikes, and there are definitely bias, discrimination, and hatred between races and countries, you've taken away a tool to allow the characters to rise above that. Instead it forces the world to take on certain characteristic you may or may not want just to fit the metaphysics of the situation.

Reaper Steve said:
Not the case anymore. W&M states that their are 'no forced race relations' and 'no inherent racial emnity between PC races' (p.14).

Maybe in THEIR world. But D&D never was limited to just one world, or even just published worlds. Heck, they will kill their existing campaign settings trying to force it on there. Yeah, the Forgotten Realms won't be changed by Drow and Elf strolling arm in arm down the boulevard.

=Blue(23)
 

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KarinsDad said:
You keep using words like clever for this.

It is not especially clever at all. There have been a lot of points of light campaigns and for simplicity purposes, ones where the good races get along.

Points of Light is a very old RPG concept. Many of the original mid 70s to early 80s campaign settings were PoL. Sure, 4E appears to be putting a heavy "all races kumbuya" spin on it, but that is not really very clever. It is a metagaming concept that flies in the face of plausibility.
For me, at least, it doesn't fly in the face of plausibility - I think there is just enough background sketched to sustain verisimilitude. Furthermore, that background explains the presence of adventuring locations of the classic D&D sort.

Without knowing which 70s to 80s campaigns you have in mind I can't comment on them. But I'm not familiar with any other published D&D gameworld (and I'm including earlier worlds like Greyhawk, Lankhamar and the Known World here) which simultaneously:

(i) explained why D&D-style adventuring sites exist;
(ii) offered a rationale for the existence of adventuring parties that are very diverse in background yet loyal among themselves and motivated primarily to adventure as a group;
(iii) allowed those adventurers to be plausibly characterised as heroes rather than mercenaries or murderers (either of which would do for Conan);
(iv) did not push play in the direction of social/political play.

Because of that I'm calling PoL clever. Maybe I'm just ignorant.

As I said earlier, of course its metagamed. That's the point of designing a gameworld - you design it to support a certain sort of play. I'm not saying (for example) that it's better than Glorantha. But it is better than Glorantha for playing D&D in. Glorantha is designed for a very different sort of play, and in particular to explore the tension between religion and humanity - as a result, Gloranthan play does not so much push in the direction of, but virtually mandates, social/political play.

KarinsDad said:
Why can't strange (or even non-strange) towns be a place for adventure?
No reason. But if you treat all cities as potential adventure sites (as many fanstasy RPGs do) and you use advancement rules anything like D&D's (as many fantasy RPGs do) and you have simulationist rules for keeping track of the time passed during action resolution (as D&D and many other fantasy RPGs do) then you may have trouble avoiding the 1 month Epic syndrome.

I assert that it is a positive virtue of PoL that it seems designed to offer a way of avoiding the syndrome, by denying the first of the above 3 premises.

If you want a lot of city adventuring, fine. I do, and so do my players. But then you have to find some other way of solving the downtime problem. As a GM, I have constant trouble with it and my players can't really help me out, because the negotiations required smack to much of verisimilitude-spoiling metagame to them.

(As a paranthetical note, W&M also discusses the in-between places, like Hobgoblin patrols or roadside Dragons, who are not automatically hostile but not PoL either. I think these will be the main targets of the new social challenge mechanics.)

KarinsDad said:
Actually, until it is given a rationale, it's not straightforward at all. In other words, a new rule just because it is a new rule. Crunch with no fluff. And, not necessarily intuitive crunch. For example, does the Elf give the bonus if he is unconscious? Until the specifics are actually explained, it is merely a new rule with no "better" about it than any other old or new rule.

I think we need all of the data before we can support this particular rule as a good rule.
Maybe they'll address this, maybe not. Either way I'll cope. After all, 1st ed AD&D gave an elf a 1 in 6 chance of noticing a secret door (or perhaps a concealed door - I can't remember which) simply if passing within 10' of it. The rules didn't say whether or not this benefit was still enjoyed by an unconscious elf, or a blindfolded elf, or an elf wearing a helm with no ear or eye holes. I worked around it then to - and of all my objections to the 1st ed AD&D game system, this is not one of them.

KarinsDad said:
Trade comes with enlightenment and safety.

<snip more controversial anthropology>

Foreigners should be distrusted (especially Tieflings).
There are a lot of historical examples of trade without enlightenment and safety (eg seashells that end up in highland areas, ivory that makes its way from Africa to Britain, etc).

Also, I don't know why Tieflings count as foreigners. The backstory is that they ruled an empire on whose ruins the current towns and cities are established. So they would seem to be locals to me. (I don't know whether the designers see the potential parallel, but I'd be pretty sure they don't want to introduce anything analogous to European anti-semitism into the gameworld - what would it add to D&D play?).

More generally, even if I accepted your anthropology as accurate (which I don't, really) why should the gameworld behave the same way? This is a world with many non-human, long-lived players (Eladrin, Elves, Dragons and perhaps most importantly Gods). Human society has been shaped in a larger context. The designers expressly state their desire to move away from a real-word inspired, human-dominated world (around pp 12-17 of W&M) and the existence of these non-human players gives them licence to check anthropology at the door.

If you want to play a game that explore the sort of anthropology you are interested in, wouldn't something like Conan, or perhaps RQ, be more to your taste than D&D?
 

Blue said:
That's HORRIBLE.

D&D caters to a large assortment of settings. WotC publishes some, 3rd party publishers others, many come from books or movies like Conan, and even more are homebrew creations of the DM's imagination.

<snip>

D&D never was limited to just one world, or even just published worlds. Heck, they will kill their existing campaign settings trying to force it on there. Yeah, the Forgotten Realms won't be changed by Drow and Elf strolling arm in arm down the boulevard.
Maybe this is one reason why they decided not to make Drow a core PC race!

I don't really follow FR, and so haven't really been following the setting changes. One reason for that is because I find it has come to embody what (for me) were some of the least pleasant aspects of 2nd ed AD&D gameplay, namely, game settings where all the interesting thematic questions were already answered - and thus which could not deliver on the promise of exciting play (other than tactical excitement, or I guess the excitement of waiting to find out what answer the game designers came up with - but I like other sorts of excitement also in an RPG).

So for me PoL is a big improvement, as it seems designed to facilitate D&D play better than previous worlds have done, rather than get in the way of play.

I'd also add that D&D doesn't support a wide range of settings, because it doesn't support settings which lack the metaphysics of alignment. Of course, many people hack alignment out of the mechanics and other parts of the game system that it infests, but "playable with rewriting" doesn't really count as "playable" in my book.
 

pemarton,

I think you should take a look at the Behind the Scenes : Is the Light Safe ? sidebar found on page 20 of Worlds and Monsters. Therein Chris Sims explains that a given Point of Light isn't always 'safe' or 'good'. A Point of Light is simply a place where 'travelers' can expect not to meet overt hostility unless they provoke it. The general vibe I'm getting is that settlements should serve as safehavens until the players or the GM decide that adventuring should occur. On a thematic level I'd liken a Point of Light to the towns you see in most Westerns - Due to the adversity they face on all sides they are pretty welcoming to all sorts of folks, espicially when those folks are armed folks who might help them solve a few problems, at least until those folks stick their noses out where they really shouldn't be stuck.
 
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pemerton said:
I'd also add that D&D doesn't support a wide range of settings, because it doesn't support settings which lack the metaphysics of alignment.

It used to, alignment or not. I played in plenty of games from 1985 to 2007 where alignment never came up and the game didn't suffer for the lack.

Part of the worrisome aspect of 4e is the vibe of 'different playstyles are badwrongfun and not to be allowed'.
 

Campbell said:
I think you should take a look at the Behind the Scenes : Is the Light Safe ? sidebar found on page 20 of Worlds and Monsters. Therein Chris Sims explains that a given Point of Light isn't always 'safe' or 'good'. A Point of Light is simply a place where 'travelers' can expect not to meet overt hostility unless they provoke it. The general vibe I'm getting is that settlements should serve as safehavens until the players or the GM decide that adventuring should occur.
I've read that sidebar and cited it in my response to Karin's Dad (where I was asked to quote/reference, and did so).

I think that the key part of that sidebar is that it is the players, not the GM, who have the prerogative to initiate adventure in a PoL, by exploring what is going on there. But when read together with the other parts of the book (which I have cited) I stand by my claim about safety.

At the ingame level, I'll let someone else work out the sociological details needed to maintain verisimilitude (if anyone's is threatened). But at the metagame level, there seems to me to be a clear intention here to give a degree of narrative control to the players, by creating parts of the gameworld which only become adverse when the players choose to make them so (by investigating the thieve's guild, breaking local laws, killing the mayor, etc).

This can be contrasted with (for example) The Dying Earth, where the whole point of the gameworld is that any new settlement is to be a source of adversity for the PCs. It can also be contrasted with more traditional D&D worlds, where the default assumption is that adversity can strike the PCs at any time in any place at the whim of the GM.

Campbell said:
On a thematic level I'd liken a Point of Light to the towns you see in most Westerns - Due to the adversity they face on all sides they are pretty welcoming to all sorts of folks, espicially when those folks are armed folks who might help them solve a few problems, at least until those folks stick their noses out where they really shouldn't be stuck.
The key point, for me being that in The Dying Earth it is the GM who gets to decide (on a whim, as it were) what counts as sticking one's nose where one oughtn't, whereas in 4e (as I read it) this is known to the players, so they can toggle off or on as they desire.

What I like about this aspect of PoL is that it continues a welcome (to me) trend in 3E of shifting narrative control out of the GM's hand - because of the lack of mechanics in AD&D, and the consequent crucial role of the GM in mediating action resolution, D&D has developed a (deserved, in my view) reputation for producing abusive GMing. 3E tried to solve this on the mechanical side, and now 4e seems to be tackling it on the gameworld side. Getting rid of the alignment system (another font of abusive GMing) serves a similar purpose.

Now for those who worry about the rampant gamism that can result from these weakenings of GM control, I can't offer any solace. Like 3E before it, 4e will give every gamist what s/he wants. But unlike any other edition of D&D it looks like it might also be able to support narrativist play reasonably well. And I incline to the view that the attempt to rein in gamism is doomed to fail anyway.
 


KarinsDad said:
Why? Humans do not act that way in the real world. Why would they in a PoL world? Are they not really supposed to be human with human motivations?
Yeah, it's almost as if D&D is a fantasy RPG predicated on the assumption that the human race, by and large, is made up of good people. :p

Seriously, though, although I haven't managed to get my hands on W&M yet, I recall reading in R&C that the points of light were the remnants of the last human empire that fell about a hundred years ago. If that was the case, then the various settlements were probably originally united and friendly with each other, and the tolerance of strangers is actually only a shadow of the welcome that travelers from other settlements would have received then. In fact, the older members of each point of light might even remember times when they would have greeted visitors more warmly.
 

pemerton said:
Without knowing which 70s to 80s campaigns you have in mind I can't comment on them. But I'm not familiar with any other published D&D gameworld (and I'm including earlier worlds like Greyhawk, Lankhamar and the Known World here) which simultaneously:

(i) explained why D&D-style adventuring sites exist;
(ii) offered a rationale for the existence of adventuring parties that are very diverse in background yet loyal among themselves and motivated primarily to adventure as a group;
(iii) allowed those adventurers to be plausibly characterised as heroes rather than mercenaries or murderers (either of which would do for Conan);
(iv) did not push play in the direction of social/political play.

Because of that I'm calling PoL clever. Maybe I'm just ignorant.

This doesn't follow. A 30+ year old concept is suddenly clever? All of the things you list here could have been done in any DND campaign since pre-1E.

As for PoL settings, how about Judges Guild? PoL right out of the box.
 

KarinsDad said:
This doesn't follow. A 30+ year old concept is suddenly clever? All of the things you list here could have been done in any DND campaign since pre-1E.
Could have been done is not the same as has been done. And it's not the same as "has been done in the official D&D campaign settings", nor "has been done as an alternative to an alignment system for giving reasons for PCs to interact with each other favorably."

The clever part is putting the pieces making a PoL campaign, understanding how or why it works, and then using it yourself.
 

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