This is not fully accurate. It's not just "metagame" or second-guessing the referee. It's about playing the fiction - even if the players fail to second-guess the GM and hence suffer an attack from ear-seekers, they can come up with the idea of ear trumpets with wire that ear-seekers can't get through.The label - "skilled play" - that was applied in some times and places, relates to successfully second-guessing your DM.
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The "player knowledge and ability" referred to has narrow scope. It's not about skillfully wielding the game mechanics. Nor skillfully managing your presence at the table. Nor most other kinds of skill at D&D (as a game). It's knowledge and ability to second-guess the DM. In your example, to guess that your DM would believe it made sense to have three pits in a row. That is a metagame ploy, and the aspect of "skilled play" that is most interesting is just that - it takes place in the metagame.
I think that playing the fiction is pretty central. Of course mechanics inform this (in all sorts of ad hoc ways, in classic D&D) but skilled play in the Gygaxian sense doesn't involve things like clever exploitation of the action economy. But it could include using the up/down feature of a cube of force to good effect!Skilled Play doesn't need to be beaten to death as an idea. It's about player ingenuity to overcome obstacles, that's it.
That's not quite accurate.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.
I think the OP is talking about Gygaxian "skilled play". Reflecting on @Fanaelialae post above, it quickly evolves to second-guessing the DM. Or consider @Arilyn's comment: "his players were getting overly smug" - they were becoming too good at second-guessing him.Skilled Play doesn't need to be beaten to death as an idea. It's about player ingenuity to overcome obstacles, that's it. They can use stuff on their character sheet or not, that's immaterial. It's also not about 'not roleplaying', that's just nonsense. In a low mechanics environment (which is where skilled play originates) there's a game element past pushing mechanical buttons, an element where the players use their noodles to get stuff done. Why that needs to be a controversial idea is beyond me. 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. It's not complicated,
None of the above has a whit to do with whether or not other styles of play also require skill, of course they do, but that isn't what we're getting at specifically in this case.
While I think a low mechanical environment is sufficient to encourage skilled play, I don't see it as necessary. After all, old school games are often associated with skilled play, but the vast majority have at least one class that obviates the need for skilled play with mechanics (thief in any number of retro clones, expert in WWN, etc). Sure, at low levels those mechanics may be unreliable, but it would be easy to exclude them entirely if that would drive skilled play. Heck, if no one at a table plays that class, they've effectively excluded it (not entirely in WWN, since anyone can learn a skill, but you do lose out of the guaranteed success once per scene).Skilled Play doesn't need to be beaten to death as an idea. It's about player ingenuity to overcome obstacles, that's it. They can use stuff on their character sheet or not, that's immaterial. It's also not about 'not roleplaying', that's just nonsense. In a low mechanics environment (which is where skilled play originates) there's a game element past pushing mechanical buttons, an element where the players use their noodles to get stuff done. Why that needs to be a controversial idea is beyond me. 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. It's not complicated,
None of the above has a whit to do with whether or not other styles of play also require skill, of course they do, but that isn't what we're getting at specifically in this case.
I disagree that skilled play is necessarily about second guessing the DM. I think it can be about doing so, and that's perfectly fine as long as everyone has agreed to that kind of game (even if only by tacit consent).The label - "skilled play" - that was applied in some times and places, relates to successfully second-guessing your DM. One can ask - was (or is) "skilled play" a worthwhile mode of engaging with RPG? For the reasons you outline, either not always or not particularly.
The "player knowledge and ability" referred to has narrow scope. It's not about skillfully wielding the game mechanics. Nor skillfully managing your presence at the table. Nor most other kinds of skill at D&D (as a game). It's knowledge and ability to second-guess the DM. In your example, to guess that your DM would believe it made sense to have three pits in a row. That is a metagame ploy, and the aspect of "skilled play" that is most interesting is just that - it takes place in the metagame.
Suppose we moot that the play is greatest when game mechanics seamlessly address a consistent fiction, to the satisfaction of all at the table. In that case, to be maximally skillful will be to master at least mechanics, the fiction, the interaction between them, the social dynamic, and the metagame.I would agree, however, that a safe and reliable skill system doesn't encourage skilled play in the same way. In this case, rolling is a quicker and easier alternative.
Right, but that's simply the terminology and what it's become synonymous with. The OP even says it's not the only kind of play that is skilled, but that the term is being used in its established context.Suppose we moot that the play is greatest when game mechanics seamlessly address a consistent fiction, to the satisfaction of all at the table. In that case, to be maximally skillful will be to master at least mechanics, the fiction, the interaction between them, the social dynamic, and the metagame.
So then our dimensions of skill might include, at least
The OP presents a fundamental confusion in how that may be understood. Consider the example of Poker. The OP speaks in terms of a separation between your play and your cards. There can be no such separation. Success at Poker relies on mastery of Poker's game mechanics. It relies on how each player applies that mastery to the current game state. It relies upon the social dynamics, and the metagame.
- game mechanics
- consistent fiction
- interactions of mechanics and fiction
- social dynamics
- the metagame
It had two intended use-cases:Um, no, the fact that it's a tournament module makes it different in kind than any other module that doesn't share the designation. 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. In a tournament module there's no expectation of character continuation outside the module, and in the case of something as deadly as ToH, you're probably going hurt some feelings if you just drop it into a campaign.