EzekielRaiden
Follower of the Way
[Citation needed]The more mechanical buttons you add, and the less room the system in question leaves for player ingenuity, the less skilled play is an appropriate moniker for the game in question.
Prove it. Show that a crunchy system causes players to have less ingenuity or "less room for skilled play." And if you can't do that, consider whether that is part of why this topic tends to be controversial.
I mean yeah, it's a skilled play tourney module, but it's not a good stick it into your campaign and see what happens module, because it wasn't designed to be that.
Caveat: despite most of this being true and allegedly made explicitly known, many, MANY groups did exactly the opposite. Many groups treated it as something to be dropped into an ordinary campaign with their "main" characters rather than intentionally throwaway ones.Yeah, didn't Gygax create ToH because his players were getting overly smug?
And Gygax strongly recommended that players not use their regular characters because of the deliberate design toward high lethality.
It was definitely created as a tournament module and then made available as a one off for interested groups who wanted to try their luck. And don't a lot of the player decisions come down to random chance, making it an example of a skilled play module dubious? I read it but never actually ran it or played through it, so I'm a bit hazy on the details.
And it's not like that attitude is unprecedented. Never forget that Melf, of acid arrow fame, was called that because his player never bothered to add more than "M elf" to the top of his sheet. That is, "Melf" isn't a name; it's just treating "M[ale] elf" as though it were one.
Did all characters--or even most of them--work that way? Probably not. Was this ultra-meatgrinder module a valid application of the intended process of play? Maybe, maybe not: Gygax is somewhat notorious for doing or saying seemingly conflicting things depending on source cited. As noted, Tomb of Horrors was explicitly NOT meant to represent ordinary play...but was then USED as ordinary play by a lot of people, very proudly. Likewise, proponents of the old-school "skilled play" style often cite that challenges should have the potential to be overcome even at first blush (e.g. the ultra-common "a prepared party should have a chance of taking down an ogre" line), but dangers like cursed items and ear seekers seem to directly contradict that, demonstrating challenges that are literally designed NOT to be overcome until the PCs have already fallen victim to them at least once. As with the above aside on 10' poles, the lines of demarcation are so arbitrary and (often) only loosely linked with concrete, grounded consequences (ear seekers are almost blatantly an anti-natural, "made solely to mess with players" hazard; slamming things with 10' poles never alerts monsters, etc.), it feels very much like real and enduring failures to live up to the alleged standard of "skilled play" are brushed under the rug and ignored.
That's part of what makes this so thorny; it's basically impossible to separate the "rightly done" versions of old-school skilled play from the "obviously degenerate" cases in any way that doesn't come across as as-hoc (or, worse, "no true Scotsman"). Doubly so if the speaker wants to write off all new-school play in the process, since it's quite easy to argue that the oft-cited problems of "not thinking beyond the sheet" and "roll-playing" etc. are just as much undesirable degeneracies as "killer DM" and "throwaway characters" etc., rather than demonstrative cases of the "true" nature of the approach.
Except that, as I said above, people pretty demonstrably FAILED to know that the module wasn't for casual consumption. That's pretty bloody important here.A couple of reviews should catch you up. But yeah, that's the gist, for sure. When one of the entrances is a carved head with a sphere of annihilation in its mouth you know the module isn't for casual consumption.
So where does this leave us? Gygax is often upheld as providing just what you describe as a "logical" setting, yet he's the one who invented ear seekers and cloakers etc., which come across as pretty bald "illogical gotcha" setting elements. If even the most beloved, central exemplar was engaging in what you call "very bad DMing," what CAN we say about "good" DMing in this style? And if this somehow isn't what you'd call "very bad DMing," how do you justify such actions without ad-hoc readjusting your position?Unsurprisingly, I enjoy skilled play in a logical setting. I can't stand it in an illogical gotcha setting. And flagrantly mixing-and-matching the two is IMO very bad DMing, because then your players never know what to expect. Such a game devolves into a bait-and-switch.
Why not? That seems like exactly the kind of reason that would make it not about "skilled play" as you have described it.There was a reason I led with the particular quote I did- that was Arneson as player, but it was the same for him as DM; just because his rules were more ... ad hoc ... doesn't mean he wasn't engaging in skilled play.