Per-Encounter/Per-Day Design and Gameplay Restrictions

howandwhy99 said:
Why have you submitted to playing D&D all all this time?
D&D is the lingua franca of the fantasy RPG world. It's easy to find players and/or a game.

Don't play DM-driven games.
That's not especially relevant. Even when the action is entirely player driven, there's still plot. Unless the game environment is completely static, with no actors outside of the player characters.

I'd say Hong does this better than you, but, really?
No argument there...

Where is your rebuttal?
There's not much to rebut. You're implying a fairly narrow definition of 'roleplaying', one that just doesn't jive with my experiences. I'm sure that works for you, but it's only one option (just because I was cribbing Hong's snark doesn't mean I wasn't being sincere).

My idea of roleplaying isn't damaged by the admission that the people involved are playing a game, so rules that act directly on the metagame space aren't a problem for me.

Something that has no representation in the world means one must take themselves out of character to "game the system". It's simply bad design for games meant to involve roleplaying.
At some level you have to acknowledge that you are playing a game when you are, in fact, playing a game. Because, in the end, the chief imperative is to make a playable game, not a robust elf simulator.

And come to think of it, you didn't respond to my point: what if the game is conceived of as a simulation of a novel and not a (physical) world?

No. Is that D&D's new customer base?
Hint: they've been part of the D&D customer base for a while now, and it's also not relevant. I was merely pointing out a popular kind of fantasy-themed entertainment that is light in the challenge department.

When the GM decides no consistency of rules are required to run his world/character. In fact, no rules are necessary whatsoever as coherency is not part of the game. What results is never predictable by anyone, probably not even by the GM.
Sounds like the original Tomb of Horrors.

How incredibly frustrating a game would that be?
I never liked the Tomb of Horrors either.

It would be like trying to understand our own Earth, but to have absolutely nothing rationally discernible about it.
Sounds like our Earth.
 
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Raven Crowking said:
That's true.

A lot of the innovations of 3e caused unexpected, and unintentional, problems. I expect the same from the complete refit that will be 4e.

In retrospect, especially with the dissection of 3e and the 4e rumours, I am amazed at how well balanced Gary's system really was. Mind you, I still really enjoy 3e, especially my homebrewed, "fixed for my purposes" version of it. But, 1e already had fast prep, fast combat, no requirement for Christmas trees or golf bags, fast character generation, and so on.

Hmm... Personally, I'd say you're looking at the good bits of 1e, and ignoring the bits that didn't work. Well, that's what we did when we played AD&D: we concentrated on the good bits.

AD&D also has the advantage of a much lesser scope.

The basic idea of AD&D - Fighters vs Monsters - works really, really well at all levels.

It's when you start adding in other concepts that things get a bit screwy. Magic-Users are vastly different from 1st to 12th level, and enough so that many official modules have "nerf Magic-User" zones (no teleport, etc.) to counter the issue caused by the high level spells.

Races? Uh-oh. The demi-human limits suddenly mean you either play a campaign ending at about 10th-12th level, or you abandon the demi-humans to basic uselessness after then.

The Monk has real issues with balance. Solution: you don't play them monk and play the classes you like!

More options really mean more issues. True in AD&D, true in 4e.

Cheers!
 

pemerton said:
I don't accept that per-encounter resources make player choice inconsequential. As an example, sustainable Adrenal Moves in RM (per RMC IV) and HARP are a roughly per-encounter resource, and the player choice as to when to enter the move, and when to come out of it, is highly consequential. It's just that the consequence unfolds within the encounter itself.

I also do not accept the notion that because resources reset after an encounter, "whatever happens outside of combat has no relevance to combat." Suppose that, outside of combat, the PCs attempt to recruit an ally and fail. That has relevance to combat. Suppose that, outside of combat, the PCs fail to persuade the guards to let them pass. That has relevance to combat (perhaps being a cause of it).
The magic part of the game, the spells, when used outside of combat are consequential to future combats that day. It means resources for combat are related to their use outside of it. So that the magical aspect of the game is not split between in or out.

I've already brought this up over at the WotC boards about how monsters without many S-Ls limit what they can do out of combat as well as in. That diversity played to strategy and NPC plot design.

But you're right. I'm overstating again.

I also agree that per encounter mechanics do have relevance to the game. Like fatigue. I'm cautious about what 4e means by per encounter though. I'm guessing it means powers that really can't be made universal out of combat without implying a specific world design, namely very high magic.
Not all interesting strategies flourish in a per-day system, because the need to conserve resources can get in the way. This will particularly be the case if implementing the strategy would (in 3E terms) require succeeding at more than 4 EL=PL encounters in a row. Of course it is possible for the GM to create a gameworld in which this is not the case. But it's not obvious to me that the players' or GM's creative desires are the things that should have to give here.
You may not like this as I mentioned before, but daily encounters will be limited in 4e regardless if powers are /day or /encounter. What this mechanic is, however, we do not yet know. Again, I can only hope it makes sense in game. Maybe it will be DM adjustable for individual worlds? That would serve everyone nicely. Of course, spells can just be multiplied or divided in number in 3e too as each is balanced per combat turn.

I don't really follow what you mean by "skill" and "roleplay". For example, winning a high-level combat in 3E tests the following skill: how well do you know the mechanics, and especially the character build mechanics (so you have a decent character), the combat mechanics, and the spell mechanics.

Succeeding at Tomb of Horrors tests a completely different skill: how well can you conceive of, and plan, a grinding expedition into hostile territory. From memory, Tomb of Horrors has about 4 combats - and the final one barely follows the standard combat rules in any event. Someone could play a PC in Tomb of Horrors, and do very well, without having the least grasp of the (sparse) action resolution rules of AD&D.

Operational play tends to test the second sort of skill (under its more pejorative description, it is therefore described as "reading the mind of the GM").

The sort of mechanical play that per-encounter abilities (such as sustained Adrenal Moves) give rise to tests the first sort of skill.
Well, I prefer in character play vs. rule play. "Skill" has no reference to the players gaming the rules. Their skill is in thinking in character like you or I in thinking about the real world. The rules are the sim, not perfect, but okay. The imagined world is the important part for players. "Gaming the system" can be done without reference to the world at all. It's like testing one's ability to make brush strokes and never bothering with the what the painting is supposed to represent. In the style I am advocating, the brush strokes are invisible to the players. All that is seen is the image.

The success of 3E, which has bucketloads of mechanics but downplays the operational side, suggests that some players at least want to use the second sort of skill.
IMO, players never signed up for that when they came back to D&D. They played "operational play" (is that your term?) and were served up "ruleplay" (the derogative of gaming the system). And so they left. Numbers went down again. And old school play became popular.

RM, RQ and HARP aspire to what you describe as "mechanical illusionism." 3E seems to come very close to it. Whether it makes for a good or bad game I will leave for others to judge, but I don't think it is fair to say that RPGs are an exception to it.

Undoubtedly, AD&D and other early versions of D&D are exceptions. 4e may be a limited exception (given the mooted absence of craft and profession from the character build rules). But given that they are working on social challenge mechanics and environmental challenge mechanics and trap encounter mechanics, I don't think it will be an exception in any of the domains of activity that PCs typically engage in.
I agree with your breakdown of Rolemaster and d20 being similar and pre-d20 D&D being different from them. IMO, rules inherently limit thinking. They appear to extend choices by extending rules, but that is the job of the DM: to expand the rules when the players leave what they account for. Thinking only within a ruleset cannot help but limit creativity to within those rules alone.

Turning to roleplay, this can mean all sorts of things, but probably at a minimum it requires treating ones PC as a character in a world (this is a matter of degree, of course, but it marks the difference between an RPG and a wargame). The extent to which mechanics interact with roleplay, in this sense, varies a great deal from system to system. In AD&D, because of the sparsity of the character build mechanics, most of the roleplaying is independent of the mechanics. In 3E (which is in this respect closer to RQ or RM) the ruleset purports to give a total description of the character, and so roleplay is closely tied to the character build and action resolution mechanics. 4e on the whole will continue this trend, I think (though not entirely, if craft and profession skills are no longer part of the character build rules).
Same as above, Player descriptions of their PCs non-mechanically created are more expansive, less restrictive. Do you believe 4e will be closer to Rolemaster than to 3rd edition? I know Hong used to post on "the creeping HEROization of D&D".

For many players, what encourages roleplay both within and out is that they want to play out a PC's intereactions with the gameworld - perhaps because they want to develop a certain plot, or explore a certain theme, or have fun blowing things up.

I don't see that resource management particular encourages roleplaying. It does encourage the player to set goals and plan around them, but on its own this is no different from playing a wargame campaign.
Plot (plan), theme, and fun are all up to the Players to create via their PCs. Resource management encourages roleplay because it is part of everything we do when deciding our lives. We judge based on what we can do and what we have on hand. This RMgt will always exist in RPGs. Arrows, expendable magic items, breakable swords, etc. The whole of the what makes life, life is that very few things are unlimited in quantity. As RMgt represents this with magic, it's most engaging part, it is the near the heart of what makes D&D, D&D.
By "plot" I mean something like "sequence of events in a narrative" - in the context of an RPG, I mean basically the stuff that happens to the PCs.
I consider Plots NPC plans. There is not plot until it happens. That's basically PC- vs. DM-driven.

Why should players not know the rules? If they are to exercise their skill with the rules they must know them. And I don't really follow your objection to metagame mechanics - basically, these are devices for allowing the players to determine certain aspects of the in-game reality. I assume you don't object to character-build mechanics which (outside of RQ and Traveller, where it's just about rolling dice that simulate in-game processes) are essentially metagame mechanics that allow the players to shape a certain aspect of the gameworld - namely, their PC. Hero Points are just metagame mechanics on the action resolution, rather than the character build, side of things. If such mechanics (as is typically the case) are designed in such a way that players are able to exercise such control only when developing or resolving certain plots or themes that they have chosen to explore through their character, then such mechanics can contribute significantly to roleplaying.

I would also have thought that Hero Points fit very much with your "players are responsible for their own fun" philosophy.
Players don't know the rules so they can imagine the world, not the mechanics. They don't exercise their skill with the mechanics, because these are not the game.

As mentioned above by Mallus above in Forge language: Hero Points give "Narrative Control" to the Players. By this they don't mean control via the PCs, but via the DM's character, the world. That's removal from PC POV and inherently obstructive to being-in-character (roleplay).

I know that if my players wanted to battle single kobolds all day long they could not, as I do not have any adventures involving kobolds written up. In practice, I think most RPG groups come to the table with a broad understanding of what sort of activity the players want their PCs to engage in, and the way in which the GM will provide those opportunities.
Perhaps after Session 1 of a campaign what you say is true. As Players will often talk about their plans in front of the DM so he can prepare for them.

Discrete situation play is more for tournaments and one-shots. They aren't what is meant by "campaign".

This might be good advice for a group who have no time limit on their playing, who are happy to spend many hours having their PCs killed as they discover the way the world works, and who are prepared to devote days or years of play to learning how their GM's mind works.

For many groups of players and GMs, none of the above conditions hold, let alone all of them.
I'm not saying everyone needs to play how the game was designed to be played. Only that whatever 4e does bring that it doesn't negate the possibility of playing based upon how it was originally built. (see my thread here.) (and see my response to Mallus and "Reading the DM's Mind" above)

PCs may or not treat a battle as their "first encounter of the day" depending on what in-game knowledge they have about the way the day is likely to unfold.

In a system of per-day resoruces, players will treat a battle as the "first encounter of the day" when they are hoping, or expecting, to play out more battles at the game table without their PCs recovering per-day resources. In a system of per-encounter resources, players will treat a battle as the "first encounter of the day" when they are hoping, or expecting, to make choices which lead to the result in-game that their PCs engage in more battles. The resource-management constraint on player decision-making will be absent. For some play styles this may be a bad thing, for others a desirable thing.
I agree. As the OP says: give the option. Just fair warning as I've said: RMgt constraint will never go away. Per Day will always need rest, food, etc. This is the basic rationale for why most magic was /day and not /week, month, year, etc.

Finally, some miscellanea:
I don't know about the "at will" abilities for fighters or mages. The per-encounter abilities, however, I suspect will not be easily treated as weapons as far as flavour-text goes.
That's why I didn't mention them. But I do hope the in-game descriptions are both sensible and flexible enough to be changed for different GMs' worlds.

I don't see how this device can't equally well be used to explain any other PC ability that is acquired despite its acquisition not being explained by the in-game events actually played out at the table.
Well, yeah. They do. I use them for feats and such in my 3.5 game. I was responding to the assumed "automatic combat skill improvement" could make sense in games that used your defined first approach of play - basically play without combat. Actually, given as pre-d20 D&D didn't increase out of combat abilities, leveling isn't even necessary.
 

howandwhy99 said:
My advice is DO NOT create any metagame understanding between you and the players about what they are supposed to do and what they can expect the Monsters to do. They can figure that out in character. Play the monsters as tough as their/your descriptions suggest and let the players win by their own ingenuity. They will seek out appropriate challenges based on their own judgments.
Further to this, and to subsequent references to "DM-driven games":

Are you really suggesting that there should be no communication between the GM and the players as to how they want to spend their time at the table? That just strikes me as bizarre. What happens if the players turn up with their PCs, one with a paladin and the other with a cleric of Nerrull? Or if the players take all CHA skills for their PCs and the GM tells them the campaign starts in the middle of a forest with no civilisation for hundreds of miles?

I also don't see the connection between plot, in a game, and "GM-driven". Plots can be driven by players as much as GMs. I don't know Sorcerer very well, but I gather each player has to nominate a "Bang" for their character - some trait or background of the character which is an immediate vehicle for in-game complications. In HARP, players have to set goals for their characters, and they receive XP for achieving them. Both are examples of mechanics which allow the players to communicate with the GM about the sort of adventure they want their PCs to undergo.

A game like Rolemaster does not have these sorts of mechanics, but the intricacy of its skill system allows the players to signal to the GM what sort of adventures they are looking for - if the PCs all have Social skills, the players are looking for a different game from one in which they generate PCs all with Outdoor skills. Likewise in 3E - if the players create a Druid, a Ranger and a Fighter with Riding and Climbing, they are pretty much saying "We don't want to play a city or underdark campaign."

I don't know whether 4e will better facilitate this sort of player-GM communication - but it wouldn't be a bad thing if it did.

howandwhy99 said:
Well, I prefer in character play vs. rule play. "Skill" has no reference to the players gaming the rules. Their skill is in thinking in character like you or I in thinking about the real world. The rules are the sim, not perfect, but okay.

<snip>

"Gaming the system" can be done without reference to the world at all.

<snip>

IMO, players never signed up for that when they came back to D&D. They played "operational play" (is that your term?) and were served up "ruleplay" (the derogative of gaming the system). And so they left. Numbers went down again. And old school play became popular.

<snip>

Do you believe 4e will be closer to Rolemaster than to 3rd edition? I know Hong used to post on "the creeping HEROization of D&D".

<snip>

Players don't know the rules so they can imagine the world, not the mechanics. They don't exercise their skill with the mechanics, because these are not the game.
I don't think that 4e will resemble Rolemaster all that much, because (i) Rolemaster has no metagame mechanics on the action resolution side, only on the character build side, (ii) Rolemaster aims for "mechanical illusionism" and I don't think that 4e will, and (iii) Rolemaster's simulationist impulses produce very clunky and hard-to-use rules in many places.

I think 4e will have intricate character build rules, but only for "adventuring" skills (so craft and profession won't be part of it).

I think 4e will have intricate action resolution rules which require complex decision-making by the players, based on their knowledge of the rules, within the context of the encounter (in this respect it may resemble some aspects of Rolemaster play).

I think 4e will have metagame mechanics on the action resolution side (ie Action Points), but I'm not sure how (if at all) these will be connected to the reward system (ie XPs). My suspicion is that the game will assume as the metagame priority "overcoming challenges" and that Action Points will then be usable in any situation in which a player wants their PC to overcome a challenge. (In this respect, I think the Action Point rules won't be as subtle as similar metagame mechanics in HARP or other games - in that they won't give players quite the same capacity to state definite priorities for play).

I think the game will not be very Hero-ish (and certainly not RQ-ish), because simulation will be a comparatively low priority in both the character build and the action resolution mechanics.

I think it will not support your preferred playstyle all that well - but I don't agree with your suggestion that its rules-centrism will drive players away. I think the role of the rules in 3E is, for many players, an attractive difference from AD&D. And I just find it hard to believe that WoTC would misjudge market demand in the way you are suggesting.

howandwhy99 said:
Plot (plan), theme, and fun are all up to the Players to create via their PCs.

<snip>

I consider Plots NPC plans. There is not plot until it happens. That's basically PC- vs. DM-driven.

<snip>

As mentioned above by Mallus above in Forge language: Hero Points give "Narrative Control" to the Players. By this they don't mean control via the PCs, but via the DM's character, the world. That's removal from PC POV and inherently obstructive to being-in-character (roleplay).

Obviously we have quite different ideas about what makes for fun roleplaying - and there's nothing wrong with that. But I do have to quibble with your characterisation of metagame play as "DM-driven". If the players set the priorities (in some of the ways sketched in my first paragraph above) then it is player driven (though not using their PCs as the vehicles).

It would seem to me, in fact, that a game in which the players can only influence what happens by having their PCs interact successfully with the GM's world using the game's action resolution mechanics is one in which the GM is the real driver of the game - for by setting up their world in a certain way, they can determine what is or is not possible for the PCs to achieve. I think that this is what Mallus had in mind with his reference to "reading the GM's mind".
 
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SavageRobby said:
I started on the per-day side of this debate, but the more I think about it and think about how my favorite system (Savage Worlds) deals with it, the less I like (conceptually, at least) a strict per-day paradigm. I like the strategic implications of limited resources over a given period of time - currently being discussed as days - and I definitely don't like what I perceive will be the lessening of that strategy (in favor of more tactical considerations) with more per-encounter resources.
Though I am unfamiliar with Savage Worlds I am in the same spot. I also like broad-scale resource management, but I have never been particularly in love with the per-day stuff. But it seems to me that it might be pretty easy to paste a power-point system right on top of the per-encounter stuff: the more powerful abilities would take more power points, but you're prevented from going nova, and you also want to keep in mind your endurance over a long period. Also the DM could mess with the rate of power point regen if it was appropriate.

We shall see.
 

Mallus said:
D&D is the lingua franca of the fantasy RPG world. It's easy to find players and/or a game.
So are you intent on changing D&D from being D&D because it has pressed out other games?

That's not especially relevant. Even when the action is entirely player driven, there's still plot. Unless the game environment is completely static, with no actors outside of the player characters.
The adventure cannot be second guessed when there is no "adventure" except what the players decide to do. I'm thoroughly against playing "guess what answer the teacher wants" games. Maybe you are thinking of the style more prevalent in 2e and after games?

There's not much to rebut. You're implying a fairly narrow definition of 'roleplaying', one that just doesn't jive with my experiences. I'm sure that works for you, but it's only one option (just because I was cribbing Hong's snark doesn't mean I wasn't being sincere).

My idea of roleplaying isn't damaged by the admission that the people involved are playing a game, so rules that act directly on the metagame space aren't a problem for me.
IME, indie games aren't popular for a reason. I can care less if a DM wants to add Hero Points to his game, but making them (I'm guessing here) unremovable from 4th would be bad for D&D. Stepping out of character to metagame is the opposite of of being in character. So antithetical to roleplaying (being-in-character).

At some level you have to acknowledge that you are playing a game when you are, in fact, playing a game. Because, in the end, the chief imperative is to make a playable game, not a robust elf simulator.

And come to think of it, you didn't respond to my point: what if the game is conceived of as a simulation of a novel and not a (physical) world?
Games can't be representations of novels as novels are scripted. To explain further:

Theatre is scripted. Books are scripted. Acting in character is either/or. To distinguish the two: Theatre acting is following a script. Roleplaying acting requires no script.

So, if Roleplaying is not scripted, and Games cannot be scripted (by their own definition), then how can Roleplaying Games be scripted?

They aren't. I can only guess some folks actually want theatre, a scripted performance of life, not "living as if", unscripted performance of life. Success is real when you live it-even if it is pretended life it is still real. That's the exultant rush from RPGs. Writing novels collectively is an entirely different experience.


Sounds like our Earth.
:)
 

pemerton said:
Further to this, and to subsequent references to "DM-driven games":

Are you really suggesting that there should be no communication between the GM and the players as to how they want to spend their time at the table?
If the players so choose, after the campaign begins. A wise DM will keep an ear open for what their plans are.

That just strikes me as bizarre. What happens if the players turn up with their PCs, one with a paladin and the other with a cleric of Nerrull?
This is something that happens prior to the beginning of a campaign. Players make characters together. Non-heroic characters, like you are suggesting with the Cleric of Nerull, were typically not allowed. If the other players are okay with it, it's the player group choice. New characters get the same critique. It isn't mandatory as it limits what you can play, but it's generally more fun to play characters that get along IME.

Or if the players take all CHA skills for their PCs and the GM tells them the campaign starts in the middle of a forest with no civilisation for hundreds of miles?
Well, there are no skills anyways in pre-d20 D&D, so specific example doesn't really relate. The rest is a campaign, pre-play decision. I wouldn't toss folks into Darksun without telling them beforehand with a very basic description of the genre/game. Adventure games tend to be pretty standard with towns and cities and wildlands and dungeons anyways, so if folks wanted to explore urban adventure, they'd just ask for the nearest urban area and head there. (not to mention most games start in civilization and not monster lands)

I also don't see the connection between plot, in a game, and "GM-driven". Plots can be driven by players as much as GMs. I don't know Sorcerer very well, but I gather each player has to nominate a "Bang" for their character - some trait or background of the character which is an immediate vehicle for in-game complications. In HARP, players have to set goals for their characters, and they receive XP for achieving them. Both are examples of mechanics which allow the players to communicate with the GM about the sort of adventure they want their PCs to undergo.

A game like Rolemaster does not have these sorts of mechanics, but the intricacy of its skill system allows the players to signal to the GM what sort of adventures they are looking for - if the PCs all have Social skills, the players are looking for a different game from one in which they generate PCs all with Outdoor skills. Likewise in 3E - if the players create a Druid, a Ranger and a Fighter with Riding and Climbing, they are pretty much saying "We don't want to play a city or underdark campaign."
Plots for DMs are NPC plans. Plots designed for Players to follow are bad design IMO. As you know Forge terminology it would be "the impossible thing before breakfast". I just call it old school D&D. To differentiate between the new post-dragonlance, 2e, illusionist play it's been taken up as called "sandbox play" or player driven. Sandbox play essentially meaning "campaign" vs. tournament or situational one-shots.

I don't know whether 4e will better facilitate this sort of player-GM communication - but it wouldn't be a bad thing if it did.
I guess it depends upon playstyle. I pointed to a thread of mine in the post above. Here's single post about what Points of Light might be and how it may assist in campaign games.



EDIT:
That post didn't explain PoL as I suspect it to be in regards to the point I wanted to make.
Essentially, a modularly created world allows simple construction of places the types of which the players may have asked for.
 
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pemerton said:
I don't think that 4e will resemble Rolemaster all that much, because (i) Rolemaster has no metagame mechanics on the action resolution side, only on the character build side, (ii) Rolemaster aims for "mechanical illusionism" and I don't think that 4e will, and (iii) Rolemaster's simulationist impulses produce very clunky and hard-to-use rules in many places.
Yeah, mechanical illusionism is just a term I coined in this thread. I've seen this sort of thing in games, but maybe there's something better? Not to mention the pseudo-simulation within character building mechanics as if characters are better representations with all the layers upon layers of interlaced attributes. d20 does this to such a degree, altering one's level requires a seismic shift for the stats. I'm glad 4th edition is moving back to pre-d20 design for this. (for monsters at least).

I think 4e will have intricate character build rules, but only for "adventuring" skills (so craft and profession won't be part of it).

I think 4e will have intricate action resolution rules which require complex decision-making by the players, based on their knowledge of the rules, within the context of the encounter (in this respect it may resemble some aspects of Rolemaster play).

I think 4e will have metagame mechanics on the action resolution side (ie Action Points), but I'm not sure how (if at all) these will be connected to the reward system (ie XPs). My suspicion is that the game will assume as the metagame priority "overcoming challenges" and that Action Points will then be usable in any situation in which a player wants their PC to overcome a challenge. (In this respect, I think the Action Point rules won't be as subtle as similar metagame mechanics in HARP or other games - in that they won't give players quite the same capacity to state definite priorities for play).

I think the game will not be very Hero-ish (and certainly not RQ-ish), because simulation will be a comparatively low priority in both the character build and the action resolution mechanics.

I think it will not support your preferred playstyle all that well - but I don't agree with your suggestion that its rules-centrism will drive players away. I think the role of the rules in 3E is, for many players, an attractive difference from AD&D. And I just find it hard to believe that WoTC would misjudge market demand in the way you are suggesting.
I think you're pretty spot on here. And that the current market doesn't want to play imagination-based possibilities, but rather rule based possibilities does sound accurate.

Unfortunately, I think that results in very little advantage over MMORPGs. But I admit my experience is limited there.

Obviously we have quite different ideas about what makes for fun roleplaying - and there's nothing wrong with that. But I do have to quibble with your characterisation of metagame play as "DM-driven". If the players set the priorities (in some of the ways sketched in my first paragraph above) then it is player driven (though not using their PCs as the vehicles).
Good point. I'm make sure I refer to it as Character driven then. To me, it's just was roleplaying used to always be until 2nd edition began writing plots prior to play.

It would seem to me, in fact, that a game in which the players can only influence what happens by having their PCs interact successfully with the GM's world using the game's action resolution mechanics is one in which the GM is the real driver of the game - for by setting up their world in a certain way, they can determine what is or is not possible for the PCs to achieve. I think that this is what Mallus had in mind with his reference to "reading the GM's mind".
So me having to walk to the supermarket and not being able to teleport forces me to read God's mind? As an exploration game, it mimics the real world quite well without giving God-mode to the players. God-mode was given to one player, made judge, so the others could actually play. Giving them all that role puts us back in the make believe game where everyone gets to argue out who gets to do what. Rules for that are essential to be known and exploration, surprise, etc. are diminished.

I understand that 2e and other non-simulationist games changed the way RPGs were played before d20 came out, but the high water mark (and all those old time players) are still accessible under the style I'm espousing.
 
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howandwhy99 said:
So are you intent on changing D&D from being D&D because it has pressed out other games?
I'm curious as to how you got that from what I wrote.

I'm thoroughly against playing "guess what answer the teacher wants" games. Maybe you are thinking of the style more prevalent in 2e and after games?
Nope. I was specifically thinking of a 1e campaign, but it's really not an edition issue. At some point every DM is going to need to evaluate and judge the players strategies (nless the DM runs nothing but old-school 'monster hotels'). And so the determination of what constitutes good play is going to vary widely from DM to DM.

IME, indie games aren't popular for a reason.
Yes, because less people play them.

Stepping out of character to metagame is the opposite of of being in character. So antithetical to roleplaying (being-in-character).
Being in character isn't the sum total of roleplaying. For some gamers, it's barely a part at all. The campaigns I currently run and play in feature some terrific roleplaying (see sig. for the one's Story Hour) and really memorable characters, and yet we effortlessly step in and out of character throughout the session.

Games can't be representations of novels as novels are scripted.
I don't accept that 'being scripted' is the defining characteristic of fiction, So you're point doesn't carry much weight.

I compare D&D games to fiction because they're fiction-like; they have characters (instead of playing pieces), mimetic settings (as opposed to game board), the sequence of play unfolds like a plot. The central way they deviate is that the events aren't predetermined.

Put another way, a story in the process of being told (in this case collaboratively) is still a story.
 

Howandwhy99, thanks for your replies.

Am I right in characterising your approach to play this way?

You don't object to metagame thinking in character build and world-design - in short, to the setting up of the campaign - and thus:​

*Players are allowed to build PCs of the sort they feel like playing;
*Players are allowed to co-operate in character build to make sure there are no paladin/assassing problems;
*You seem to be in favour of the 4e approach to monster build, which strips away the simulationist aspects of 3E;
*The GM knowing what sorts of things the players are looking for, such as kobolds, is allowed to put them into the gameworld.​
You object very strongly to metagame thinking in action resolution, and thus:​

*Once the campaign actually starts, all changes occur only as the result of the PC's actions;
*These are modelled by a (more-or-less) simulationist ruleset;
*If and when the mechanics give out, action resolution is handled by the GM's common sense.​

I'm not meaning any of the above to be pejorative, just an attempt at clear description. Hoping that it's not in error, I want to respond to it.

I agree wholeheartedly with the first bit about character build and world design. So it seems to be on the topic of action resolution that we have different notions of what is fun in roleplaying and what contributes to roleplaying.

I don't disagree about the relationship between changes and the PC's actions. I think this is what you mean by "player-driven" as opposed to "GM-driven" play, and I agree. (Though a query: suppose the GM has determined that, in the world itself, a certain sequence of events will unfold subject to PC intervention - I use that quite commonly in my GMing, as opposed to a static world - is that consistent with your "player-driven" play? Your reference to "NPC plans" suggests that it is.)

So I think what we are disagreeing over is the simulationist character of the ruleset - I don't object to metagame action resolution mechanics which enable the PCs to "game the system" (as you put it) in order to produce the outcome for their PCs that they, as players, desire. I currently GM Rolemaster - it doesn't have Fate Points, but there are features of the mechanics (optimisation of attack vs parry, adrenal move use etc) which are important for the player's to master if their PCs are to succeed, and which I think you would find objectionable as "breaking in-character play." When I start a new campaign as GM, it will probably be in HARP, which has Fate Point rules. (I wrote something for the Guild Companion explaining how I would integrate the Fate Point rules more tightly with character build and reward mechanics.)

And I admit that I do have a preference for minimising (not excluding, which is impossible) the role of GM common sense. I actually think this is a very difficult issue. If the players and the GM are not all on the same page as to what the priorities in play are, and what the in-game logic of the gameworld is, this can lead to tears and ruptured friendships. My own opinion is AD&D's placing of the GM at the centre in this way is what contributes to AD&D's reputation for producing abusive GMs.

My main concern about 4e is that, like 3E, it will assume a default metagame priority of "overcoming challenges" and therefore be difficult to adapt to other flavours of fantasy RPGing (though the social and environmental challenge mechanics may mitigate this to an extent). But I don't expect to be worried by its (likely) increased emphasis on the metagame in action resolution.

howandwhy99 said:
I think you're pretty spot on here. And that the current market doesn't want to play imagination-based possibilities, but rather rule based possibilities does sound accurate.

Unfortunately, I think that results in very little advantage over MMORPGs. But I admit my experience is limited there.
I've never played a MMORPG. But most of my players do, and they certainly think that tabletop RPGing has things to offer that a MMORPG does not - mostly the capacity to develop plots and explore themes.

howandwhy99 said:
Plots for DMs are NPC plans. Plots designed for Players to follow are bad design IMO. As you know Forge terminology it would be "the impossible thing before breakfast". I just call it old school D&D. To differentiate between the new post-dragonlance, 2e, illusionist play it's been taken up as called "sandbox play" or player driven. Sandbox play essentially meaning "campaign" vs. tournament or situational one-shots.
I think there is a difference between the sort of illusionism/railroading that (AFAICT - I didn't actually play very much of it) characterises 2nd ed AD&D, and a game in which the players are able to determine certain outcomes in the gameworld other than via simulationist mechanics (eg by spending Fate Points).

howandwhy99 said:
So me having to walk to the supermarket and not being able to teleport forces me to read God's mind? As an exploration game, it mimics the real world quite well without giving God-mode to the players. God-mode was given to one player, made judge, so the others could actually play. Giving them all that role puts us back in the make believe game where everyone gets to argue out who gets to do what. Rules for that are essential to be known and exploration, surprise, etc. are diminished.
I'm happy with your characterisation of Fate Points as giving the players a small part of the GMing role. I don't think that this has to lead to the sort of conflict you describe, however, provided that the effects of Fate Points and the conditions for their use are fairly well described.

It seems to me that, in the sort of play you are describing, the players have to have the utmost faith that (i) their GM will create a world that unfolds in the way they want it to, and (ii) that the GM's common sense, when it comes into play (as it is likely to quite often) will accord with theirs. As I noted above, the failure of either of these conditions will lead to conflict.

Assuming that these two conditions are satisfied, the sort of play you are describing seems aimed at satisfying those who want character/world immersion. The sort of play I'm describing seems better suited either for pure game players (if you look at the intricate mechanics that I've described wrt RM) or those who want to explore particular plots or themes (Fate Points linked to player-defined PC goals help here). I think this last sort of play is quite different from an MMORPG.

EDIT: I read your other thread (about the "Game Police"). As I've said in my earlier post, I doubt that 4e will support your desired playstyle - I think it will move even further away from it than 3E already has, both because it will have Action Points as a core mechanic, and the action resolution rules will themselves be very complex (thus making rules mastery by the players an important part of the game).
 
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