Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
RPG Combat: Sport or War?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 7726459" data-attributes="member: 42582"><p>I think it can lead to confusion if what we are trying to talk about is game design and/or game play, but the conceptual framing we use is all drawn from the fictional "reality" of the ingame context.</p><p></p><p>In 4e, for instance, there is no difficulty in having a combat resolved by (infiction) strategic rather than tactical considerations (like, say, diverting a river). That would generally be resolved using skill challenge mechanics.</p><p></p><p>When someone says that 4e is "combat as sport", I think what they are trying to get at is that 4e's resolution system is mechanically "closed" - with considerations of the fiction being used to establish or inform mechanical elements of the closed resolution. This is true of its combat mechanics, and true of skill challenges, and is something that 4e derives from "indie" RPG design.</p><p></p><p>Conversely, when someone says that AD&D is "combat as war", I think what they are trying to get it is that AD&D's resolution system involves much more direct adjudication of the fiction without that having to be mediated via mechanics, or expressed in mechanical terms.</p><p></p><p>So in 4e, if I divert a river to flood an enemy encampment, that probably allows a Nature check in the context of a skill challenge that has as its goal the routing or destruction of enemy forces. Success on that check increases the prospects of said routing/destruction; failure indicates that something has gone wrong in my planning (which could be anything from miscalculating the hydraulics of the situation, through to Poseidon showing up to protect the enemy forces from the raging waters, depending on how the GM wants to adjudicate the failure given the broader context of established fiction, tier of play, etc).</p><p></p><p>Whereas in AD&D, if I divert a river onto the enemy forces there is unlikely to be any mechanically structured process used to adjudicate the consequences, and its more likely that the GM will do his/her best to determine the prospects of success of the actual techniques I describe my character using (perhaps setting a % chance of success) and then directly adjudicating, within the fiction, the effect on the enemy camp of having floodwater pour through it.</p><p></p><p>Neither approach demands more or less cleverness per se. The 4e approach is, I think, more rewarding for people who have imaginative ideas (perhaps drawn from familiarity with genre fiction) about how a problem might be resolved. The AD&D approach is, I think, more rewarding for people who want to work out in detail the effects that flooding river waters will have on pre-modern military encampments. I'm guessing a good number of wargamers fall into the second category, but I imagine a good number of non-wargamer RPGers might fall into the first category.</p><p></p><p>This is certainly something that 4e-type/"indie"-type mechanics are meant to facilitate.</p><p></p><p>And this is what the AD&D-type approach can degrade into, if the GM's unmediated adjudication of the fiction ends up turning on idiosyncratic judgements of plausibility rather than resting on a sound and shared understanding of the fictional situation (such as the hydraulics of diverted rivers).</p><p></p><p>But I think the real merit of the 4e/"indie" approach isn't about avoiding this degraded version of an AD&D approach, but about achieving the affirmative benefits of mechanically closed resolution, which is primarily its tendency to yield something that is recognisable as a story (rising action, climax, denouement, etc) in a reliable fashion.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7726459, member: 42582"] I think it can lead to confusion if what we are trying to talk about is game design and/or game play, but the conceptual framing we use is all drawn from the fictional "reality" of the ingame context. In 4e, for instance, there is no difficulty in having a combat resolved by (infiction) strategic rather than tactical considerations (like, say, diverting a river). That would generally be resolved using skill challenge mechanics. When someone says that 4e is "combat as sport", I think what they are trying to get at is that 4e's resolution system is mechanically "closed" - with considerations of the fiction being used to establish or inform mechanical elements of the closed resolution. This is true of its combat mechanics, and true of skill challenges, and is something that 4e derives from "indie" RPG design. Conversely, when someone says that AD&D is "combat as war", I think what they are trying to get it is that AD&D's resolution system involves much more direct adjudication of the fiction without that having to be mediated via mechanics, or expressed in mechanical terms. So in 4e, if I divert a river to flood an enemy encampment, that probably allows a Nature check in the context of a skill challenge that has as its goal the routing or destruction of enemy forces. Success on that check increases the prospects of said routing/destruction; failure indicates that something has gone wrong in my planning (which could be anything from miscalculating the hydraulics of the situation, through to Poseidon showing up to protect the enemy forces from the raging waters, depending on how the GM wants to adjudicate the failure given the broader context of established fiction, tier of play, etc). Whereas in AD&D, if I divert a river onto the enemy forces there is unlikely to be any mechanically structured process used to adjudicate the consequences, and its more likely that the GM will do his/her best to determine the prospects of success of the actual techniques I describe my character using (perhaps setting a % chance of success) and then directly adjudicating, within the fiction, the effect on the enemy camp of having floodwater pour through it. Neither approach demands more or less cleverness per se. The 4e approach is, I think, more rewarding for people who have imaginative ideas (perhaps drawn from familiarity with genre fiction) about how a problem might be resolved. The AD&D approach is, I think, more rewarding for people who want to work out in detail the effects that flooding river waters will have on pre-modern military encampments. I'm guessing a good number of wargamers fall into the second category, but I imagine a good number of non-wargamer RPGers might fall into the first category. This is certainly something that 4e-type/"indie"-type mechanics are meant to facilitate. And this is what the AD&D-type approach can degrade into, if the GM's unmediated adjudication of the fiction ends up turning on idiosyncratic judgements of plausibility rather than resting on a sound and shared understanding of the fictional situation (such as the hydraulics of diverted rivers). But I think the real merit of the 4e/"indie" approach isn't about avoiding this degraded version of an AD&D approach, but about achieving the affirmative benefits of mechanically closed resolution, which is primarily its tendency to yield something that is recognisable as a story (rising action, climax, denouement, etc) in a reliable fashion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPG Combat: Sport or War?
Top