D&D General [rant]The conservatism of D&D fans is exhausting.

Ok, I think I have a torch to throw here. If this blog post is correctly describing the situation system doesn't matter.

That would explain why the system matters focus of forge failed to grasp the creative agenda, and the current difficulties with "classifying" existing systems.

The key issue - if this is right curiosity about the system is a valid creative agenda. As such any system is supporting the creative agenda of examining itself as the subject matter.

This was essential in what made me cry when I read this blog post. I realised that me being very into competative games, narative games and simulations isn't an expression of a split agenda. All of them are fueled by my completely dominating simulationist agenda.

I absolutely love trying out new games, and I am usually quickly able to play them on a quite competent level. I have won prices playing board games I had never played before. I also am really fond of 4eds complex tactical system and the interesting teamwork and optimalization abilities in it. I always interpreted that as a gamist preference. Now I realise it is actually my simulationist agenda at play. I am really not interested in winning to win - I am trying to win because that is what the game is about. I am a decently competent chess player, but when I play it if there are no obvious move better than others I always go for the move that bring most chaos, and seem interesting to explore further.

I am also fond of a good story. I find it really cool how modern narrative games are structured to drive narratives that are relevant to the characters. That would indicate a narrative streak, right? However I find myself completely uninterested in actually telling the story - what I want is to participate to see where it go. Thanks to the structure I was contributing major parts of my vision to the story, but getting those things off my chest was not the why of me being there - I was there because I was curious about what would happen.

What could be argued is that there might be some tools that is making most sense for someone with a simulationist agenda. But even this is dubious.

To take the poster boy: World simulation is great if you are curious about how something might "realistically" play out. But it can also be useful as a recognizable and system that can be gamed; or to create a more believable backdrop making your creative expression resonate more.

And world simulation is far from universally useful for someone with a simulationist agenda either. If you are curious about life on the astral plane I do not think it would be very helpfull..
I think it is worth mentioning that GNS was NEVER about people, or games, it was about PLAY. Even in that sense its author has since abandoned the notion that classification of specific instances of play is worth much. We'd all probably be better off if we took a broader and less classification-centered approach to these discussions (myself included). People like Baker and others at least spend their effort on 'process' almost entirely. That is just the specifics of "what are we doing" without a lot of labeling.
 

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I think the conservatism also shows in the description of "It was certainly a pretty radical departure of design from what came before and after"; 4e still had levels, the 6 stats, roll d20 and try to roll high, recognizable classes, hit points, coloured dragons, and on and on. "Radical" would have been, say, using an entirely different set of character stats, and using a dice pool of d6s.
Right. I just see, mechanically, a slight variant of d20 almost straight out of 3.5e. Saves are translated into defenses, and traditional spellcasting is loosened and turned into a ritual system, while the plethora of other kinds of abilities, plus combat spellcasting, are reworked as AEDU powers (which is a modest sized change, but 5e makes changes that are not much less radical).

Where 4e actually departs from the past is in terms of allowing for more player-facing game. That is what ACTUALLY evoked hostility! It wasn't powers and such. It was the very notion that GMs are not lords unto themselves of all things.
 

I think it is worth mentioning that GNS was NEVER about people, or games, it was about PLAY. Even in that sense its author has since abandoned the notion that classification of specific instances of play is worth much. We'd all probably be better off if we took a broader and less classification-centered approach to these discussions (myself included). People like Baker and others at least spend their effort on 'process' almost entirely. That is just the specifics of "what are we doing" without a lot of labeling.
At least for myself, that's why I don't talk about "process" at all. I talk about purposes, that is, teleology: the thing for which a game was designed. Games, by being designed things, are made for some function. Like laws, rules are inherently teleological, they exist for some purpose. Hence, for any rule or set of rules, we can ask three important questions:
  • What is this rule(set) for?
  • Does this rule(set) do that?
  • Does this rule(set) get players to want to do that?
My "game-(design-)purposes" are all about examining the primary high-level categories which answer that first question in the context of TTRPGing. When you choose to design a game, you declare an answer to the first question. You then iteratively test (alpha testing) until the answer to the second question is "yes". You then test (beta testing) until the answer to the third question is also "yes". Failure to choose good answers for the first question--which is a matter of discernment, individual preference, audience interests, and many other very complex factors--generally results in problems at both of the other two phases. Failure to do sufficient alpha testing almost guarantees the answer to the second question will end up being "no" even if the designers think it should be "yes". Failure to do sufficient beta testing means that the underlying rules will "work", but will be used in ways that break or subvert the purpose of the rules, which...makes them bad rules.
 

Certainly what is discussed on EnWorld generally as 'simulation(ism)' is at best unrelated to Narrativist play goals. Like in our 1KA game we use elements of historical Sengoku politics and whatnot as inputs, but they simply exist like any other fiction to structure play, to create constraints and obstacles, etc. And while our depiction of characters, RP, has authenticity as a constraint as well, we're not really interested in simulating people that might have actually existed in 16th Century Japan. I think some of the other posters would want to 'feel like they were there' in the setting and not have anything happen that wasn't very similar to real events. Our game did not care about that!
You seem to locate the differences in the interests of the players. (Something others appear to have also implied.)

Supposing that were right, is there no way to recognise a set of rules that would support some set of interests above others? (@Enrahim this question, too.)
 
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Right, you use derogatory terminology, but you don't mean it. Lets just drop this, it can't lead to anywhere good.

As for D&D is not medieval Europe, you cannot really say that. I mean, you cannot really say that the milieu envisaged in many, perhaps most, D&D games is not based on some, perhaps vague and inaccurate, medieval archetype. Certainly Gygax flat out stated that D&D was exactly that! Now, that doesn't constrain YOU, but it is a pretty good base assumption in a discussion of things D&D.

But this is really moot, because there's no way you can make assumptions about some unknown culture that isn't based on anything, so it is perfectly feasible that cooks sleep in kitchens, or prepare food at all hours. If you want to construct a setting where you have explicitly detailed this level of information on domestic life and then tell me that it would be wrong to place a cook in the kitchen at 2AM, that's fine. I'm totally up for that! In DW parlance such a thing would no longer 'follow from the fiction'!
First you say to drop it, and it's not derogatory terminology by the way, then you proceed to tell me(wrongly) again that I said it would be wrong to place the cook there.

Do you want to drop it or continue it, because continuing to falsely accuse me of saying it's bad wrong fun to do it in a way that I wouldn't do it isn't dropping it. It's continuing it.
 

Right. I just see, mechanically, a slight variant of d20 almost straight out of 3.5e. Saves are translated into defenses, and traditional spellcasting is loosened and turned into a ritual system, while the plethora of other kinds of abilities, plus combat spellcasting, are reworked as AEDU powers (which is a modest sized change, but 5e makes changes that are not much less radical).
The rework was assayed in 3.5's Book of Nine Swords. SCs came from Mearls' Iron Heroes.

EDITED I'd rather learn the responses to my immediately previous post than stoke debate on why some players didn't embrace 4e!
 
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Maybe, but most people focused on dropping THAC0 as "the big change". We had also been using a lot of the supplements like S&P so for me it didn't feel like gameplay was that much different. It also likely depended on what your focus is in gaming. I tend to envision what my character was doing as if it were a novel or a movie, so going from a fighter that just kind of slapped on armor and hit things to having one that could use rain of steel and become the Tasmanian Devil, it was a pretty radical departure.

It's all just opinion and point of view. I thought gameplay was changed significantly, about the only other edition change that was close was from OD&D to AD&D.
IMHO there was almost nothing that changed between original D&D through AD&D 2e, they're fairly modest variants and updates of basically the same game. You could easily have rolled up a core LBB PC and be playing it in 2e with the very same spells, class, race, etc. Your AC would be, possibly, a point different, your ability bonuses would be bigger, your hit die may have increased a notch in size, but MANY of our characters were carried through all those games unchanged in other respects (there are some differences in saves between D&D and AD&D).

3e is a much bigger mechanical set of changes, switching the game over to a universal d20 mechanic and turning a vast plethora of special abilities into skill checks using said d20. This is a fundamental change from an ad-hoc "pick up any old dice and toss 'em" design where everything in the game has a unique subsystem to d20.

4e and 5e are just tweaks on that universal d20 engine. Everything is still a skill and all 'tests' are using that one die. All modifiers are codified, as are conditions and such. 4e further unifies things with the AEDU/Ritual/Practice system a little bit, but the change is overstated. I mean, seriously, show me a 3.5e fighter that doesn't have feats and items, maybe Prestige Classes, that give them all sorts of crazy abilities. That's assuming they didn't dip into other classes! Replacing that with powers was NOT a big deal.
 

(Your quote points to the wrong post, so I almost missed this)
Not exactly. At least, not within one combat.
No, never claimed it was within one combat? The delve would be the natural tactical scope to analyse TSR area D&D in this context.
Combat before 4e was a very fast thing. 3e had its infamous rocket tag, but even 2e and 1e had fragile characters and big, swingy effects (often spells) that could make or break a fight in a single round. And healing happened between fights, not during them. There wouldn't be a kind of ebb and flow to a fight - it's over ASAP.
Interesting. I have never thought of 3ed combat as particularly fast. When you mention it it is true I am pained at how many potentially great set piece battles turned out to be a 2 round anticlimactic dud, but the sheer overhead of those 2 rounds were huge. Setting up battlemap and handling a roster of PC-level complexity monsters is some thing very different than just tracking the hp of a bounch of single attack monsters. Also there was rarely just one action per round. So it was sort of the worst of both worlds. A combat didn't feel quick, and the time spent was too much of a trivial experience to justify the time spent.
We see in 5e a move back toward faster combats (though not nearly as binary as 3e and before could be, which is overall probably a good thing).
5ed is infamous for their bag of hit point slog? Again we are looking at combat that is even longer than 3ed, and still hasn't enough tactical depth to justify the time expendature.
Because combat is only one part of the game. And it can be a relatively small part if the focus was on, say, dungeon exploration, or storytelling.
Yes, and to understand where I am coming from in the next portion: For any edition other than 4ed I detest the combat part of the game. I am no stranger to dungeon exploration and storytelling in D&D.
Like a lot of 4e's more controversial decisions, moving to a role-focused class design meant moving something that could be true for some subset of players and making it a major concern for every player.
I don't buy this. How is this a "major concern"? Indeed why would I care at all if I was in for purely storytelling? It is useful info for those interested in building characters for combat, but that is really the only group I can understand would care at all. So maybe if you can explain to me how them exposing this design philosophy rather than keeping it hidden (as they did in all other editions) in any way affected my story telling abilities, I might understand more where you are coming from.
D&D has often struggled with this tension of defining what its goals of play are. Tell a story? Raid a dungeon? Fight some monsters? Different tables had different weights, and they could all be playing the same game (and, of course, complaining about different elements of it).

If the main goal of play isn't "fight some monsters," (and it wasn't, for thousands of players) then combat roles are not a useful addition, because combat is not really supposed to be a focus in those games.
Agreed, it is not useful. But as it is just informational material, so I do not understand how it hurts. Most 3ed fighter bonus feats are not particularly useful to a story driven campaign, and these are actually complicating the gameplay. How are these not significantly worse?
The AEDU power structure also is an iteration of this same design choice of emphasizing combat.
Yes, and as I mentioned I consider this one radical. But in this context it actually isn't true! You are talking about play not focusing on combat, and there you actually have the ritual system trying to replicate the out of combat versatility of the magic using classes. Indeed I thought this system was more flavorful and strengthened the ability for cool out of combat magic play as the resources involved did not compete with combat resources.
For some tables, fighting some monsters IS the goal of play, and those tables were probably very happy with roles and consistent power structures. Issue being that even if the largest percentage of players have a goal of fighting some monsters (say, 40%), you might still have a huge number players whose goal is NOT that, and who will chafe at design decisions that emphasize that.
Why? How many chafed at the addition of weapon specialisation in AD&D? Adding it is clearly only usefull while fighting, so it clearly shows the design emphasizes combat. The issue might be if there was shown to be things that was valued highly by non-combat players that was clearly deemphsized as a trade-off. I fail to see how a pure design improvement in one area of the game should implicitely reduce it's aproperiatenes for other styles.

Changing from THAC0 to combat bonus seem to widely be regarded as a design improvement in making the combat math easier to understand. How did this design improvement hurt those prefering non-combat modes of play?
One of the things that 4e's bold choices highlighted was that the diversity of people with a vested interested in "playing D&D" is so large that it can be very difficult to build this particular game in a very focused way, because your focus is inevitably going to exclude big swaths of the player base.
I don't think excluded is the right word. They managed to alienate big swaths of the player base, but I think that had more to do with messaging than actual game design. The main demographic I can see they excluded would be the more gritty players by their removal of low level play. But that demographic doesnt seem essential as pathfinder essentialy did the same...
Edit: might be worth pointing out that 5e's perspective on roles is much more resilient to different play styles. The roles are definitely there and different classes are better at different things, but it's not like you can't build a damage-focused Fighter or a healing Warlock or whatever. The roles aren't definitive, they're implied and suggested. I'm sure for the more combat-focused groups out there, this is a worse choice, but it's probably a better choice for D&D, since D&D needs to serve many masters.
And how does this differ from 4ed? They actually provided suggested alternative role for each class. Please tell me how to make an effective fighter healer without multiclassing?

I want to round off with the following observation: My homebrew D&D games (3ed and 5ed) has tended to have several sessions between each combat. I think 4ed might be a superior game for this style of play. The out of combat rules are mostly the same, but the combat rules are actually providing some extended period of fun! If combat is only an occosional event, making that event shine make full sense.

Indeed with this perspective I would say that the style of play 4ed is not working well for is the one basing itself on lots of combats. Ironically situations that is requiering lots of combat like exploration of a modestly sized dungeon with a reasonable enemy density is exactly the kind of play this "combat focused" design do not work well with. Each combat takes way too much time, the breather periods become too short, and the overall progress if the dungeon exploration slows to something less than a crawl. And at the time 4ed came out this was not a fringe demographics in the D&D space.
 
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Not so sure on this. Your example of "gamist" is nothing but player-side metagaming.

To me, gamist design wants to put the mechanics front and centre and gamist play embraces that, while non-gamist design tries to move the mechanics out of the way where it can and non-gamist play doesn't look to mechanics first for in-fiction solutions.

With this, I agree. The linear-sandbox spectrum is unrelated to whether the game being run or played is S or N or G or any combination of those.
Metagaming is something used at many gamist tables. Not all gamist tables would use it, but I've seen it mentioned here as acceptable many times.
 

Nice example. This seems similar to games I've played.

I want to focus on the bolded:

A key difference, imo, is that in your example there is no "figure out what went wrong", because the game is not fixed in a way that can be solved. The dog catches your scent just because you rolled a 7-9. Whereas if you had say, 3 rounds until it caught your scent and you can pick the lock in 1 round with a DC 15, 'nothing happens' on a failure is its own interesting result. You've lost a round--do you try again or reassess your strategy? The decision making is about how to solve the encounter.

This is why I think the notion of failure comes across differently--it means two different things. In the fixed world game, failure is opposed to your goal of beating the encounter. In the narrative case, sure your guy failed but it's fun to watch and leads to some interesting consequences, so it isn't a 'fail state' for the player in the same way. Drive your character like a stolen car, right? If they get banged up, broken, pushed to a new low, that's all a win as far as the system is concerned.
Don't overplay this too much. I've, for example, played in a few PbtAs GMed by @Manbearcat. I feel pretty sure he'd be HAPPY in the situation outlined above to say "OK, Yorick, you're at the door, you know there's a dog that will probably catch your scent and show up soon. You can go ahead and make a check to open the lock (Tricks of the Trade playbook move probably) or you can try climbing up to the 2nd floor windows above (Defy Danger, DEX). In either case if you fail, you are facing a guard dog attack. Success at lock picking gets you inside, but then you have to navigate in the dark to the upper floor. OTOH you'll have to make another check to get in the window, with failure there meaning you are trapped outside the window and the guard shows up, but if you get in, you're closer to your goal."

The above is pretty close to the sort of player-facing clear stakes kind of play we do. Stakes are all up front, there's some cases where FF may be used. Like the previous suggestion of a cook where you always unlock the door, but maybe set of an outcry on failure, that's reasonable, but it is hardly different from saying "well, now you're at the window but a guard is standing below you about to raise the alarm." And of course the player is free to say "well, I don't like those options, I'm going to pull some chicken out of my pocket and try to befriend the dog." Hey, go for it! We'll probably have a bit of a talk about what the stakes are for THAT move.
 

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