Roles in Roleplaying Games

What 4E achieves is to give the players opportunities to put together the elegant, the 'cool', the praiseworthy moves and combinations that garner kudos from around the table. For me, the focus is finally where it should be: not on the rules, not on the DM's "story" or the extravagant dungeon description - but on what the players actually do while actually playing.
I'm glad you have fun with the game, but in the scope of this discussion, I'm speaking of whether or not combat roles contribute greatly to this. And, personally, I think players will still have the same amount of drama and tension in combat that they do now without them.

After 15 years or so, however, I have returned to D&D because I have found an edition that finally does one thing well, IMO. I still play other games for other 'agendas', but 4E is, for me, finally a D&D that knows what it's trying to do, and is doing it.
It's definitely focused, and good at what it does. However, I really don't feel convinced to chance my stance. Not that yours is wrong, we just disagree.

Personal opinion: comparisons of oWoD and nWoD pretty much have to be on metaplot and setting, because the system sucks for both! Don't get me wrong: I think WoD has a really strong setting. Mage, especially, I love to death. But it's a classic case where I wish the publisher had offered only one element of the System - Setting - Scenario triumvirate, and made it the 'Setting' one.

As an aside - if you have or can find the old, diceless "Theatrix" system I find that can be used for WoD with minimal modification and with WoD character generation.
Mage was always my favorite, too. But, I have a roommate who got into official RPGs on oWoD, and he'll swear the system for the new one sucks. I was talking to him about it two days ago. Since I'm 26, I got into official RPGs with the d20 system (though I'd gone over other systems when I was younger). I understand his jolt to some degree, as I see major differences between, say, 3.X and 4e, even though they're both "roll a d20, add X, if you hit Y or more you made it" systems.

But, from someone who didn't play oWoD before nWoD was out (though I did play it before playing nWoD), the system changes seem superficial, or at least
like a lateral move in mechanics, and neither objectively better or worse overall. But that's my take on it. My roommate will go on and on about how the mechanics in nWoD are worse, and the metaplot got removed and they abandoned it, and the setting sucks.

I don't share his views, but that plays into my point.

This sounds to me much like "exploring the situation" type of "story" - essentially simulationist play. But I could be wrong.
Nope, you're right. It is pretty much exactly that. But, story matters. It's definitely not hack and slash; for example, they players get into a fight about every two sessions, and our sessions last about 10 hours. So, one fight every 20 or so hours (with occasional spikes). We're satisfied with that, or there'd be more fights (they'd pick them, or otherwise seek them out).

The rest of the time is engaging with the setting, or simulationist play. But it's very much about discovering the story of the characters. It's a different type of story from a more narrative, meta-focused story building game, sure. But, pemerton's comment on players moving to PF demonstrates that some people don't want drama in their games just struck me as terribly stated, or even outright wrong. A different type of drama, perhaps.

Good advice: I always do ;)
Me too :)
 

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Emphasis mine... you seem to only be talking about combat in reference to the other system you mention... and I could be mistaken, but I don't think I would equate combat being equal to "what the players do while actually playing".
Sorry, it seems I was unclear. Yes, I referred to combat-type examples, but that wasn't what I was trying to get at. When I said "what the players do while actually playing" I meant as opposed to "what the players do while designing a character" or "what the DM does when dictating the story/game".

IME the playing of the game encompases much more than combat and It would, IMO, seem more apt to file ""what the players do while actually playing" under somethig like "adventuring" or even "exploring"... as opposed to combat. YMMV of course.
No, my mileage doesn't vary by much - I just wasn't clear that I wasn't talking about combat vs. other activities, I was talking about players actually taking (any form of) action by their character, rather than listening to the DM give exposition or designing their character - although, obviously, they do these things, too.

On a side note, with all the condition tracking, key words, and specifically spelled out rule chunks in the forms of individual powers... I don't see how one can claim that 4e doesn't have a focus on the rules? Or perhaps you meant something I'm not grasping when stating this? I'd also make the argument that the focus has shifted from the extravagant dungeon description to the extravagant dungeon terrain building.
I'm saying that the focus of admiration - the focus of kudos-giving and such - is the tactics and moves the players use. The results that make these moves "good" are generated by the rules, obviously - but it's not the elegance and cleverness of the rules that is the focus of admiration; it's the cleverness of the players' tactics. In other words, the "focus" I'm talking about is what is generating admiration and "fun", not what is the process that supports or leads to that activity.

I'm glad you have fun with the game, but in the scope of this discussion, I'm speaking of whether or not combat roles contribute greatly to this. And, personally, I think players will still have the same amount of drama and tension in combat that they do now without them.
Yeah, sorry, I was very much responding to the context set in the "Mentions" of my name, not addressing the topic of the thread. I try to make a habit of only joining actual thread topic discussions if I have read the whole thread, and 27 pages is too much for me to bone up on now!

It's definitely focused, and good at what it does. However, I really don't feel convinced to chance my stance. Not that yours is wrong, we just disagree.
Sure, no worries; I was just stating a personal view.
 
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Sorry, it seems I was unclear. Yes, I referred to combat-type examples, but that wasn't what I was trying to get at. When I said "what the players do while actually playing" I meant as opposed to "what the players do while designing a character" or "what the DM does when dictating the story/game".

Hmm, ok... though I think the DM "dictating" a game is a playstyle choice as opposed to something forced by the rules of 4e or any previous edition of D&D... while designing a character seems to have just as prevalent a culture around it in 4e as it did in previous editions... whether one chooses to partake in said culture or not, is again a playstyle choice.

No, my mileage doesn't vary by much - I just wasn't clear that I wasn't talking about combat vs. other activities, I was talking about players actually taking (any form of) action by their character, rather than listening to the DM give exposition or designing their character - although, obviously, they do these things, too.

I'm still slightly confused by your argument. Since at the end you readily admit these things still take place in 4e...

I'm saying that the focus of admiration - the focus of kudos-giving and such - is the tactics and moves the players use. The results that make these moves "good" are generated by the rules, obviously - but it's not the elegance and cleverness of the rules that is the focus of admiration; it's the cleverness of the players' tactics. In other words, the "focus" I'm talking about is what is generating admiration and "fun", not what is the process that supports or leads to that activity.

That's an interesting assumption, though I disagree it's something inherent to 4e and not also a part of other editions. Again, I believe this has much more to do with playstyle and culture at the table than it does with anything inherent in the rules of 4e.

The culture around optimization of builds on WotC's site is still as large and thriving as it's ever been. There's still no "tactics or cleverness" in the use of skills... just bigger number + bigger roll wins. The build very much informs the tactics and viability of a character just as it always has. And the kudos for cool moves, sound strategies and creative tactics has been a part of every edition if your group wanted to play the game that way.

Just like with most of pemerton's arguments I find it hard to understand what it is that you're saying is intrinsic to 4e and what that quality produces that other editions do not.
 
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Engaging the fiction does not automatically lead to drama, at least from my experience.
I don't want to take a quote out of context, or to put too much wait on a throw away line - but if engaging the fiction in an RPG doesn't lead to drama, than it seems to me either (i) the fiction is not very good, or (ii) the mechanics that mediate engagement with it are not very good.

This sounds to me much like "exploring the situation" type of "story" - essentially simulationist play. But I could be wrong.
I had the same thought.

It is pretty much exactly that. But, story matters. It's definitely not hack and slash; for example, they players get into a fight about every two sessions, and our sessions last about 10 hours. So, one fight every 20 or so hours (with occasional spikes). We're satisfied with that, or there'd be more fights (they'd pick them, or otherwise seek them out).

The rest of the time is engaging with the setting, or simulationist play. But it's very much about discovering the story of the characters. It's a different type of story from a more narrative, meta-focused story building game, sure. But, pemerton's comment on players moving to PF demonstrates that some people don't want drama in their games just struck me as terribly stated, or even outright wrong. A different type of drama, perhaps.
I don't understand your contrast between story and combat. I also don't understand your contrast between combat and simulation.

And I'm sure that Pathfinder players like drama in their game. It's pretty inherent to RPGing. But they like other stuff too, I think - a healthy dose of "winning"-focused gamism, and more purist-for-system simulationist mechanics, woudl be at least two other things I would nominate.

Just like with most of pemerton's arguments I find it hard to understand what it is that you're saying is intrinsic to 4e and what that quality produces that other editions do not.
I have two reasons for thinking that 4e has mechanical features that make the sort of difference that I (and Balesir, I think) are pointing two.

One is that the relevant mechanical features - skill challenges, healing surges, the death and dying rules, powers for all classes, the encounter as the focus of play, etc - are the frequent and repated objects of criticsm by those who don't like the game.

The other is that I don't see very many players of modern games explaining how 3E/PF produces the same sort of play experience, whereas it is fairly common to see players of modern games compare 4e in various respects to the gameplay of those games.

When someone starts posting actual play examples of narrativist or Balesir-style gamist 3E/PF, of course I'll pay them attention.
 

This is wrong, plain and simple. 4e does in fact provide these mechanics in the form of utility powers, rituals, alchemical items and consumables.
Consumables have to be used in the course of action resolution. They don't have long durations.

Likewise utility powers.

And I'm not sure what buffing rituals you have in mind. I can't think of any of the top of my head.
 

Consumables have to be used in the course of action resolution. They don't have long durations.

Likewise utility powers.

And I'm not sure what buffing rituals you have in mind. I can't think of any of the top of my head.

Here are a couple of "buffing" consumables off the top of my head...

The Elixir of Invisibility in AV lasts for 5 mins or until the end of the encounter... whichever comes first... most encounters don't last 5 mins.

The Whetstone of Venom in AV affects the next creature you successfully attack, irregardless of the amount of time.

Potion of Vigor in AV, gain 15 temporary hit points... they don't expire or have a set time limit.

Potion of Heroism, gives you 20 temp hit points with no expiration.

Alchemical Silver & Ghoststrike Oil can be used to pre-buff before combat.

Now I will readily admit that many or even majority of consumables have time limits revolving around the encounter, but I think this has much more to do with 4e's obsession with balance than in trying to create drama and tension.


As to rituals I was more talking about scrying and teleportation which there are rituals for in 4e. Finally I think you're mistaken about many of the utility powers as far as them empowering characters to scout and prepare for encounters.
 

Hmm, ok... though I think the DM "dictating" a game is a playstyle choice as opposed to something forced by the rules of 4e or any previous edition of D&D... while designing a character seems to have just as prevalent a culture around it in 4e as it did in previous editions... whether one chooses to partake in said culture or not, is again a playstyle choice.
On the "DM dictating" thing I didn't particularly mean that as an "attribute" of any particular edition; I think you attribute far more "advocacy" to me post than was actually intended. I write to explain why I like what I like, not to demand that you like the same things. What I was listing was a selection of things that, from time to time, have been said to be "where it's at". Among these have been "the DM's story", "the DM's description of the world", "the character build" and "the elegant rules". I think that none of these is as appropriate a focus as what the players (including the GM) do, minute to minute, at the gaming table.

I'm still slightly confused by your argument. Since at the end you readily admit these things still take place in 4e...
Sure, they take place, but they are not the focus of admiration. I'm not claiming this is universal - just relating my experience. I do think that 4E supports this focus particularly well; not as well as it ideally could, but better than any other game system I have tried. I'll say a bit about why, below.

That's an interesting assumption, though I disagree it's something inherent to 4e and not also a part of other editions. Again, I believe this has much more to do with playstyle and culture at the table than it does with anything inherent in the rules of 4e.
Right; the "inherent to 4E" thing. First a statement I'm not going to try to "prove" - I hope it's fairly self-evident to an experienced RPer, but if not we'll just have to agree to disagree:

Rules cannot control play style or table culture. They just can't. What they can do, however, is support particular playstyles by not "getting in their way". You can normally tell when a system is not supporting the preferred play style at a table, because you will see house rules - possibly in profusion.

So, no, this style of play - these observations - are not "inherent" to 4E. But I do find that 4E is exceptionally good at supporting them. That is to say, when we play with the agenda for fun/kudos/admiration that I describe, I find I hardly need to houserule the system at all.

The culture around optimization of builds on WotC's site is still as large and thriving as it's ever been.
Yep; 4E also seems to support this agenda fairly well. Some actually prefer it to 3.X because whareas, with 3.X, facility with character design can get you a character grossly more powerful than the "run of the mill", in 4E getting major (real) advantage is more of a challenge.

That doesn't mean it doesn't also support the agenda I'm talking about, too.

Just like with most of pemerton's arguments I find it hard to understand what it is that you're saying is intrinsic to 4e and what that quality produces that other editions do not.
OK, I'll try to give a taster. It applies mainly to combat; that is where in 4E it's most notable. Non-combat is an area where I think 4E could use a great deal of improvement - but I would really like to see it along the lines of supporting what I'm talking about here, and the current crop of designers seem to be drifting away from that, alas.

4E combat has powers and abilities that are particularly well adjusted to pulling off "cool moves" mainly due to two things:

1) they create situations by (forced) moving enemy, but applying conditions to opponents and by creating zones and areas of specific effects.

2) they create specific, defined effects that translate directly to the game world. What I mean by this is they are not subject to adjudication, interpretation or negotiation. Charm or Domination powers, for example, make an enemy move or perhaps attack another - they do not make an enemy "do whatever the DM thinks won't trigger a self-preservation instinct" or other effects that are subject to negotiation. They do not create "illusions that make the monsters think there is someone down the corridor".

This last, in particular, helps with unequivocally "neat" tactics. If the success of a move results from me winning a social status-game with the GM, I don't feel the same sense of "victory" as I do after a really cool move in 4E or in a board game. All I have done is best a friend of mine in a social manipulation or facedown; what I wanted to do was show off to them a cool, clever idea that they did not then have to rended a judgement over.


Here are a couple of "buffing" consumables off the top of my head...

The Elixir of Invisibility in AV lasts for 5 mins or until the end of the encounter... whichever comes first... most encounters don't last 5 mins.
Or when you attack. It's a set up for starting a conflict - once you are engaged (i.e. you attack someone) it ceases.

The Whetstone of Venom in AV affects the next creature you successfully attack, irregardless of the amount of time.
Again - it lasts until the first hit.

Potion of Vigor in AV, gain 15 temporary hit points... they don't expire or have a set time limit.

Potion of Heroism, gives you 20 temp hit points with no expiration.
THPs last until they are used or you take a (short or extended) rest. Like the previous two, they set up an initial "jump", but go as the conflict is engaged in.

Alchemical Silver & Ghoststrike Oil can be used to pre-buff before combat.
As can Magic Items, levelling up and taking new powers...

Now I will readily admit that many or even majority of consumables have time limits revolving around the encounter
And this, I think, was pemerton's point.

but I think this has much more to do with 4e's obsession with balance than in trying to create drama and tension.
I'm not really interested in speculating what the rules designers' intentions or motives were - maybe you're right >shrug<

As to rituals I was more talking about scrying and teleportation which there are rituals for in 4e. Finally I think you're mistaken about many of the utility powers as far as them empowering characters to scout and prepare for encounters.
I would distinguish between "preparing for an encounter" - setting up a surprise, recconnoitering the opposition, getting into position and so forth - and applying buffs that will last all day, or through several encounters, from temporary/renewable character resources.
 

I have two reasons for thinking that 4e has mechanical features that make the sort of difference that I (and Balesir, I think) are pointing two.

I can give a quick example of one mechanical feature that "easily" promotes "drama" in a narrativist fashion within the game, when compared to similar rules in previous edition(s), which were more mechanically driven.

Taking prisoners.

In 4e, the player decides at the time of the hit whether to leave an eneny alive, or whether to kill him. It is a simple yes/no toggle at the time the enemy reaches 0 Hit Points.

In the previous edition taking prisoners was usually a mechanical slog of missing the target because doing "subdual" damage incurred a penalty to the attack.

With those circumstances, the option to do subdual damage was very often completely overlooked, eliminated, or house-ruled.

In 4e, the fact that the decision is simple and the mechanical implementation is also simple makes the option of taking prisoners a useful one.

In addition, the consequences of this action (taking prisoners) are usually felt in the drama of the game. I've had players get into heated in character arguments as to why another player let a hated enemy live. Or the other way around of why a "valuable" potential prisoner was killed in the combat when he could have been captured.

This type of drama never happened in the 3.x games because it was a foregone conclusion that no enemy was ever going to survive the combat. The mechanics did support it, but in such a poor fashion that the option was not useful.
 

I don't want to take a quote out of context, or to put too much wait on a throw away line - but if engaging the fiction in an RPG doesn't lead to drama, than it seems to me either (i) the fiction is not very good, or (ii) the mechanics that mediate engagement with it are not very good.
If every moment of the game fiction is not dramatic, it's bad fiction? That's a wildly amusing assertion, to my mind. Maybe it's a miscommunication of the word "drama", though. Here's how I see it being used in this context:
thefreedictionary.com said:
dra·ma
4. A situation or succession of events in real life having the dramatic progression or emotional effect characteristic of a play: the drama of the prisoner's escape and recapture.
5. The quality or condition of being dramatic: a summit meeting full of drama.

dra·mat·ic
2. Characterized by or expressive of the action or emotion associated with drama or the theatre: a dramatic rescue at sea.
3. Arresting or forceful in appearance or effect: a dramatic sunset.
If every moment of the game were dramatic, the game would be much less dramatic. That is, the force of the situation, or the emotional impact of the situation, will always be compared to a highly emotional or forceful situations, which might tend to lessen the force of any particular situation.

To me, that sounds like a soap opera. And, to me, that's not good fiction.

I don't understand your contrast between story and combat. I also don't understand your contrast between combat and simulation.
Sorry?

And I'm sure that Pathfinder players like drama in their game. It's pretty inherent to RPGing. But they like other stuff too, I think - a healthy dose of "winning"-focused gamism, and more purist-for-system simulationist mechanics, woudl be at least two other things I would nominate.
I don't think most 4e players have any less drive for "a healthy dose of "winning"-focused gamism" on average, honestly. So, now we're just talking about simulationist mechanics. And, from my experience, they lead to as much drama and tension as you pursue, plus whatever the world gives you. If that hasn't been your experience, may I put forth the possibility that "the fiction was not very good"?

As always, play what you like :)
 


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