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Player Control, OR "How the game has changed over the years, and why I don't like it"

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Yup.

But....grabbing a snake by the tail, even when it is stretched out, can result in a bite anyway. I've seen it happen. Snakes are pretty good at twisting their bodies around, and the person holding them isn't always nearly cautious enough.


RC

The guys I know that did it were grabbing water moccasins, then snapping their heads by flicking the snake away from them before it could recover. They would immediately let go. Either the snake is dead (and thus no problem), or it is still alive and now its head is away from the guy who is no longer holding it.

I know how it is done, and I'm still not gonna do it. There are a lot of things that can go wrong, and you don't even have to roll a 1 for them to happen. :lol:
 

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The guys I know that did it were grabbing water moccasins, then snapping their heads by flicking the snake away from them before it could recover. They would immediately let go. Either the snake is dead (and thus no problem), or it is still alive and now its head is away from the guy who is no longer holding it.

I know how it is done, and I'm still not gonna do it. There are a lot of things that can go wrong, and you don't even have to roll a 1 for them to happen. :lol:

Too true!

My older brother, while visiting California, once encountered a large rattlesnake. He calmly put his booted foot on its head, pulled out a pocket knife, and decapitated it. He then took a picture holding the body, which looks to be about 5 ft long.

He knew enough not to touch the head, which can still bite as a reflex action after death.


RC
 

While the idea that the 4e DM has the final say is in the 4ed DMG, there is also a rather lengthy treatise in there on "say yes" which is not present in previous versions of D&D. IOW, sure, you can say no. That's not really in question. But, before you say no, stop and actually give an honest try to say yes first.

Which is more important - stopping the game to explain why the PC's power cannot knock the snake prone, probably prompting a rules discussion at the table (possibly one that drags on for several pages across multiple threads... oops, sorry, that's on forums, not game tables) or simply shrugging, adding in the modifiers and having the player explain how he's knocked the snake prone?

Absolutely. Justifying a slightly odd result adds to immersion because it enhances details. Changing the rules on the fly first focusses the group on the rules (to the detriment of immersion and the highlighting of any problems), second often causes players to feel slighted and antagonistic, and thirdly simply slows things down.

Except where they are absolutely crippling, rules disputes should be handled after the game. The DM chaging the rules of the game on the fly is every bit as much of a rules dispute (the DM vs the rulebook) as a player vs DM dispute. Yes, you break infinite loops and full Murphy's Rules as DM. And anything worldbusting. But less than that? You're causing five times more problems changing things on the fly than simply not sweating the small stuff and handling it after the session. (And a big part of the job of the designers is to make sure that this is all small stuff).

IMO, the only time saying "no" and changing the rules on the fly is better practice than saying "yes" and continuing is when saying yes is so absurd that it will grind the whole table to a halt for half a minute (note: expanding descriptions does not cause the table to grind to a halt) and leave a bad taste in peoples mouths. Because that is precisely what will happen every time you say no to the printed rules.
 

Can I hold you guys to this the next time a "Say Yes" discussion comes up, and it is claimed that it doesn't mean a DM can't say No to knocking a snake prone, playing a Warforged Ninja in a PotC setting, etc.?

Neither "Say Yes" nor "Say No" should be the default.

The default should be: "Say what you think will make a better game".
 

First, this is an interesting discussion and I've enjoyed it. We may be the only two, but hey, suum cuique...

It's clear I did have a misunderstanding of exactly how you were using the GNS terms as types. I thought you were defining narrativism specifically as conflict that arises because of story, as if story was a separate element from the other two. I felt that you were redefining all three terms a bit as examples of what you were talking about, but it seems you are using them as intended, so I think we are on the same page, now. The mutual exclusivity of playtypes is primarily why I don't agree with GNS theory in the first place and why I responded to your original post.

A successful game, for me, necessarily blends and weaves elements as tools to advance the game by advancing the characters, both in a gamist sense (gaining levels) and as characters (achieving goals, resolving conflicts, etc). For example, my current game is a Savage Worlds game set in the Firefly 'Verse. The primary elements of the game are very much a blend of the elements under discussion (as was the show). The game is fairly action packed, the characters constantly come into conflict with each other, the setting, and their own ethics as they work on that shady gray line, and they, obviously, are constantly dealing with the realities of the familiar setting (crappy ships liable to break down at any minute, avoiding or manipulating the bureaucracy of the Alliance, exploring the various worlds etc.) Conflict arises from all these elements and often more than one at a time.

Right, but this "ethical content" is hotly disputed by Tolkien fans and the supposed thoughts and beliefs of the man himself - did he deliberately set out to create a paen against industry, and associate industry with the fascists becoming prevalent at the time he wrote the tale, or not?

Its a bit of a tangent, but I think the green = good, industry = bad, was a purposeful element. And I don't think he was equating Sauron and co. to real world fascism anymore than I buy the Christian allegory argument. I could argue that all day, as I have before, with lots of examples, being one of those Tolkien fan/scholars who likes to go on about it ad nauseam. But, that's a discussion for another time, thread, and forum. :)

And here lies the key difference between reading, or watching (or listening to) a story and roleplaying. With a story, we are witnessing the finished work, the tale complete, after the act of creation is done. With roleplaying, though, we are in the midst of the act of creation. The story is being made at the table. The analogue, then, is not with the finished tale of LotR, but with JRR Tolkien's focus as he wrote it.

Yes, that's what many of us love so much about this hobby. Writing is not an accidental act and while things can be interpreted that weren't there intentionally, when you have a consistent theme returning time and time again as a constant thread throughout the story, it's usually no accident. But that doesn't mean it's the focus, or sole focus. I don't think a writer switches anymore than I think we switch between modes at the game table. That's why I keep using the word weaves, as that is what I see going on. Weaving elements together specifically because they do cause conflict is the essence of storytelling.

They say nothing about the nature of the game/story within its general class. Of course there will be a "shared imaginary space", and of course there will be an emergent story - those are fundamental, necessary elements for the whole endeavour to work. It's a bit like saying that a car is like a bicycle, because they both have wheels; of course they both have wheels - but it's the other things they have or don't have that makes them different.

Different, both both will get you where you need to go. They are more similar than different. I could explain a car to man who has only ever seen bicycles much easier than I could explain, say, a computer. This may be at the center of our discussion. While the three elements of GNS are different, they are also similar in that they are all sources of conflict, and conflict is story. Since they are all sources of conflict, they are all tools to create conflict, and I like to use tools. I don't like limiting myself to a single focus. I like for the game to be fun, the system playable, the characters to be developed and to grow, conflicts to come from varied sources, etc. And I feel that great stories often do the same.

Movies are an interesting case. Here, the story is almost created multiple times - first by the screenwriter, then by the director, the cameraman and so forth. It may be that the screenwriter had one focus and the film makers another. The Matrix almost pulled this off, I think. Avatar, less so.

It's collaborative, and more broken down into a series of significant encounters/scenes, so I think moviemaking is much more similar to RPGs than literature.

Absolutely, it's all the game. But, in play, the game group will be focussing on something - they will be "doing" something specific. Maybe the group you play with focus on a melange of overcoming the immediate in-game obstacle, figuring out the most interesting moral line to adopt in the current situation and assessing how the game world and characters "work" in the current situation - but I find that I generally focus on just one of those, and I find games I GM work better when I focus on just one of them, too. Your experience may be different - if so, good luck to you!

I agree that the players will face a particular focus, an overriding concern in any conflict, and that focus will likely arise from one or another element. But, multiple elements can be in play inside a single encounter, and should be, IMO.

The PCs get in a fight due to a misunderstanding of local customs, they vastly overpower the locals, who have drawn weapons, and are intent on killing rather than brawling. The PCs have one clear goal that is easily achieved - survive - but how and at what costs? The ethics of the group and the realities of the setting will come into play. Should these locals die because of a misunderstanding, what are the legal and social ramifications, are they skilled enough to maybe talk their way out, do they just blast anyone that stands in their way? Depending on the answers to these questions, their actions and secondary goals are heavily influenced by the friction between all these elements and you have a deeper conflict than just 4 HD of locals to beat down.
 

Here's an area where I'm confused, and maybe someone can help me.

Ever since 1e, there's been a general idea of "understand the rules before you tinker with them". AFAICT, that is only made explicit in 1e.

Now, ever since 3.0, I've been hearing how WotC-D&D is more transparent than TSR-D&D, thus making things easier to judge. It seems that each new version is more transparent than the last.

One would think that, if this were true, it would be easier to tinker with WotC-D&D than TSR-D&D.

But, over and over again, WotC-D&D advocates say that tinkering with even such a small thing as whether or not a snake can be knocked prone is going to somehow throw the game off kilter.

If WotC-D&D is really so transparent, shouldn't the DM know the consequences before making the call, and be able to adapt to them far more easily than with any version of TSR-D&D? Yet every version of TSR-D&D expected tinkering, and worked as well -- or better! -- with tinkering as without. In a very real way, 4e is D&D because it is Gygax's rules + someone's tinkering.

Personally, I'd like to see one of these two memes die:

(1) WotC-D&D is more transparent than TSR-D&D, thus making it easier for a DM to judge what will happen as the result of any change, or

(2) WotC-D&D falls to pieces the minute you rule a snake can't be knocked prone.

I'm thinking both are actually incorrect.


RC
 

Here's an area where I'm confused, and maybe someone can help me.

Ever since 1e, there's been a general idea of "understand the rules before you tinker with them". AFAICT, that is only made explicit in 1e.

Now, ever since 3.0, I've been hearing how WotC-D&D is more transparent than TSR-D&D, thus making things easier to judge. It seems that each new version is more transparent than the last.

One would think that, if this were true, it would be easier to tinker with WotC-D&D than TSR-D&D.

But, over and over again, WotC-D&D advocates say that tinkering with even such a small thing as whether or not a snake can be knocked prone is going to somehow throw the game off kilter.

If WotC-D&D is really so transparent, shouldn't the DM know the consequences before making the call, and be able to adapt to them far more easily than with any version of TSR-D&D? Yet every version of TSR-D&D expected tinkering, and worked as well -- or better! -- with tinkering as without. In a very real way, 4e is D&D because it is Gygax's rules + someone's tinkering.

Personally, I'd like to see one of these two memes die:

(1) WotC-D&D is more transparent than TSR-D&D, thus making it easier for a DM to judge what will happen as the result of any change, or

(2) WotC-D&D falls to pieces the minute you rule a snake can't be knocked prone.

I'm thinking both are actually incorrect.


RC

You misunderstand on all counts.

First, the two are not contradictory. The difference in tinkering is between a racecar and an SUV. The racecar has been computer modelled to hell and back. And we know exactly what will happen if you lower the undercarriage an inch or turn the spoiler fifteen degrees. It's transparent. Whereas you can do almost whatever you like to the SUV whether or not you know what you are doing - and the effects probably won't be major. (The racecar will probably still handle better than the banger afterwards - and the SUV will get more torque unless you seriously change the racecar).

Second it will not break the game to make snakes immune to being knocked prone. I've faced monsters that are immune to being knocked prone. It doesn't break the game. What it does do is slow things down, annoy people, and generally get in the way to no good purpose whereas an attitude of saying yes rather than having the DM do some petty quibbling on the fly that the game runs more smoothly. If the DM is changing the rules on the fly then it brings the rules to the forefront of the game and this pushes back immersion. He's also changing the mechanics of the gameworld on the fly, pushing back any understanding the players have of where the characters live. It's IMO bad practice on most grounds to rule like that on the fly. (That said, some monsters (including dwarves) have powers to avoid being knocked prone).

Thirdly, 3e is Gygax's rules and tinkering. 4e was redesigned from the ground up, inspired by Gygax. From what I've seen of RCFG, it's more Gygaxian than 4e.
 

You misunderstand on all counts.

Ah, well....perhaps. See my Status.

First, the two are not contradictory. The difference in tinkering is between a racecar and an SUV. The racecar has been computer modelled to hell and back. And we know exactly what will happen if you lower the undercarriage an inch or turn the spoiler fifteen degrees. It's transparent. Whereas you can do almost whatever you like to the SUV whether or not you know what you are doing - and the effects probably won't be major. (The racecar will probably still handle better than the banger afterwards - and the SUV will get more torque unless you seriously change the racecar).

I agree about the difference between broad-based balance and knife-edge balance, but I don't think that 4e is a racecar, or that it is as transparent as you think. The racer has been computer modeled to hell and back. 4e has been altered and errata-ed to hell and back. Transparency would not require so much errata.

Second it will not break the game to make snakes immune to being knocked prone. I've faced monsters that are immune to being knocked prone. It doesn't break the game. What it does do is slow things down, annoy people, and generally get in the way to no good purpose whereas an attitude of saying yes rather than having the DM do some petty quibbling on the fly that the game runs more smoothly.

You are making a lot of assumptions here about who is at the table, and what they want from a role-playing game.

Outstanding among those assumptions is that the DM is making changes "to no good purpose", and is involved in "petty quibbling". :erm:

Thirdly, 3e is Gygax's rules and tinkering. 4e was redesigned from the ground up, inspired by Gygax.

Not sure I buy that, either. I think that the lines from Gygax -> 3e -> 4e are quite clear.

From what I've seen of RCFG, it's more Gygaxian than 4e.

That I would agree with.


RC
 
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IMO, the only time saying "no" and changing the rules on the fly is better practice than saying "yes" and continuing is when saying yes is so absurd that it will grind the whole table to a halt for half a minute (note: expanding descriptions does not cause the table to grind to a halt) and leave a bad taste in peoples mouths. Because that is precisely what will happen every time you say no to the printed rules.

Can I hold you guys to this the next time a "Say Yes" discussion comes up, and it is claimed that it doesn't mean a DM can't say No to knocking a snake prone, playing a Warforged Ninja in a PotC setting, etc.?

Neither "Say Yes" nor "Say No" should be the default.

The default should be: "Say what you think will make a better game".

I have never been a "Say Yes" purist, which is one of the reasons I prefer Improvizational Jazz to Improvisational Theatre as a metaphor for a gaming session. (Another reason is that I have more theoretical and practical experience with Jazz.)

And our group cares about two figs about immersion. So we don't mind stopping the game. But we do care about time. So there is no "Say Yes" or "Say No" on a whole lot of these questions. Rather, it is, as DM, you the group has pushed me to a point where I have to rule "Yes" or "No", and I think that we might have different opinions about it (or I started to rule, and someone disagreed). So we state the issue clearly, then vote. Sometimes it takes all of 60 seconds.

Now, having voted, you can bet I'm going to put on my Viking Hat and enforce that vote to the hilt, even If I disagreed with the outcome. Because this ain't just me and my preference anymore. We stopped the game and voted. If you want me to take off the Viking Hat, you'll have to bring it up again and vote again--which is an option. And whatever we decided for one character, PC or NPC, will apply to all of them (within reason, given sometimes different expectations and mechanics).

A lot of times when I "Say No," I'm just saving time. I can make a highly educated guess how the players are going to vote on a medium zombie knocking down a giant and "Say No". If it matter enough to a player to stop the game and put it to a vote, that's always the players' option, as long as it isn't too frequent. You pick your battles. Because the players don't want to waste time either.

We used to do this stuff after the game, but we found that frequently this caused more trouble than just getting it done as it arose. Issue arises. Fix it. If it won't stay fixed, muddle through and fix it later. If it seems fixed, but didn't stay fixed, burn that bridge when we come to it. :)
 

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