Siloing: Good or Bad?

In a non-siloed system, you can sacrifice your ability to participate in the aspects of the game you don't like... in exchange for completely overshadowing the other PCs in the areas you do like. So now, instead of just you sitting out part of the game, everybody is sitting out part of the game. I fail to see the improvement.

(I do think a small amount of give and take between silos is good. If player A prefers combat and player B prefers social interaction, it's fine to let player A shine a bit more in battle and player B shine a bit more when talking. The important thing is to ensure that both players can still participate in both activities.)

Well IMO,in a non-siloed game, the DM and his players have the freedom to decide what exactly is important to them and what exactly they want to focus on in their game... as opposed to the game's designers dictating what has to be important in their campaign. Then they all participate or are consciously choosing to play against type.
 

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Well IMO,in a non-siloed game, the DM and his players have the freedom to decide what exactly is important to them and what exactly they want to focus on in their game... as opposed to the game's designers dictating what has to be important in their campaign. Then they all participate or are consciously choosing to play against type.


But a DM and group of players have the freedom to do this in any game, siloed or not.
 

But a DM and group of players have the freedom to do this in any game, siloed or not.

How if, like in 4e, you are all competent in combat...but the designers apparently didn't think non-combat abilities were important enough to silo properly?

I want to run a game based more around exploration and skill use... well the Cleric, Wizard and Rogue will definitely do better in such a game than the fighter or barbarian... well except in the rare combat encounters.

My point being thatyou can houserule any game into whatever you want, but it's harder to do when the designers idea of what is important enough to silo and what isn't doesn't coincide with your groups. In a point buy system this isn't a concern.
 

Well IMO,in a non-siloed game, the DM and his players have the freedom to decide what exactly is important to them and what exactly they want to focus on in their game... as opposed to the game's designers dictating what has to be important in their campaign. Then they all participate or are consciously choosing to play against type.

The game designers aren't dictating anything. Nobody's holding a gun to your head and forcing you to use every ability on your character sheet. If nobody in the group is interested in domain management, or social interaction, or whatever - then nobody does it! Those mechanics simply sit idle and the rest of the system carries on as if they didn't exist.

How if, like in 4e, you are all competent in combat...but the designers apparently didn't think non-combat abilities were important enough to silo properly?

I want to run a game based more around exploration and skill use... well the Cleric, Wizard and Rogue will definitely do better in such a game than the fighter or barbarian... well except in the rare combat encounters.

My point being thatyou can houserule any game into whatever you want, but it's harder to do when the designers idea of what is important enough to silo and what isn't doesn't coincide with your groups. In a point buy system this isn't a concern.

...So, what you're saying is that 4E doesn't silo enough and therefore siloing is bad?

I agree that 4E isn't properly siloed. The silos in 4E consist of a great big ultramodern grain elevator for combat and a tar-paper shack for everything else. The designers should have made a strong effort to create separate silos for combat, exploration, and social abilities. (And possibly a fourth for resource management.) But that's a complaint against 4E, not against siloing.

In a point-buy system, the designers' priorities are enforced on the players, because the designers choose how much weight to give to each category. If the designers think the game will be split about 50-50 between combat and social interaction, for instance, and I'm playing a hack-and-slash game where the split is more like 75-25, then combat abilities will be underpriced for my game and social abilities will be overpriced.

If the system were siloed, it wouldn't matter. Social abilities are in one silo, combat abilities are in another, and there's no trade-off between them, so it doesn't matter if the split is 75-25 or 25-75 or anything else.
 
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The game designers aren't dictating anything. Nobody's holding a gun to your head and forcing you to use every ability on your character sheet. If nobody in the group is interested in domain management, or social interaction, or whatever - then nobody does it! Those mechanics simply sit idle and the rest of the system carries on as if they didn't exist.

So you're agreeing with what I said much earlier in this thread. If the game is siloed in a way that encompasses what everyone in the group desires and feels is important... well then it works out great, otherwise not so much. I stated this earlier and haven't disagreed with this assertion at all.



...So, what you're saying is that 4E doesn't silo enough and therefore siloing is bad?.

I agree that 4E isn't properly siloed. The designers should have been more rigorous about it; instead of a great big ultramodern grain elevator for combat and a tarpaper shack for everything else, there should have been a strong effort to create separate silos for combat, exploration, and social abilities. (And possibly a fourth for resource management.) But that's a complaint against 4E, not against siloing.

No, that's not what I'm saying, though I do agree 4e is poorly siloed. In a point buy system I as DM have the freedom to focus the game on what I want it to be about... in a siloed system I am either going along with whatever the designers felt was important enough to create a silo for... or, If they have accounted for everything (very unlikely) for the genre the rpg is emulating, then we get into the realm of uber-characters who are competent in everything (which isn't every groups or genres cup o' tea). Either way I don't see it as the best solution for rpg's. IMO, point-buy is superior to siloing characters, with the caveat that the game gives guidelines for the division of those points and/or the DM is willing to guide his players.
 

So the answer is sit out of a big chunk of gameplay?
Yes. But that's not something a silo causes or can fix. If you don't engage in a particular activity and the others do, it doesn't matter if you lack the character abilities or just don't use them.

Silos help you when you want to contribute regarldess of whether you're hacking the Zuerich Orbital System, fly in a wing of Vipers to intercept incoming Cylons, engage in a complex political situation where you want to give Dominar Rygel XVI back to power without creating a civil war and prompting Nebari and Peackeeper to attack, or fight in a gladiatoral match against a group of Orc gladiators.

But if you, despite the gazillion points of Megadamage you can inflict with your freeze ray really don't care about stopping liquid metal terminators trying to destroy humanities only hope, all siloing won't help.
 

So you're agreeing with what I said much earlier in this thread. If the game is siloed in a way that encompasses what everyone in the group desires and feels is important... well then it works out great, otherwise not so much. I stated this earlier and haven't disagreed with this assertion at all.

That's the whole point about silos! You make use of one part, some of the parts or all parts of the games system without affecting other parts of the system. Some groups will focus more on certain silos - those prefering combat OR roleplaying for example. Other groups will tend to balance the two - those that have a healthy mix of roleplaying AND combat. It's works for everyone.

I think where your concern is, and correct me if I am wrong, is if, within your group, you have some players perfering to play one style of game (lets say investigative) vs some of the other players wanting to play another style of game (lets call it combat focused). You are saying that silos don't work when these conflict. You want some players to be better at the combat portion and the other players to be better at the investigative portion because that is how they have designed their character.

But remember this. Siloing does not mean that you are good at everything. Within each silo, your character has strengths and weaknesses. Within the combat focused silo, one character will have a strength in melee combat, another has a strength in ranged combat. However, each has the opposite weakness. In the investigative silo, one character will be better at gathering information through streetwise, diplomacy or intimidate while another may be better at perception and insight. Again, different strengths and weaknesses. The overall benefit however, is that each character can contribute to each type of scene instead of being a fifth wheel because that isn't fun. So the play experience is better for everyone involved. Or to put it another way, by being a specialist in streetwise, I am not compromising my enjoyment of the game in combat because I am also specialized in combat just as much as the next guy.
 

Yes. But that's not something a silo causes or can fix. If you don't engage in a particular activity and the others do, it doesn't matter if you lack the character abilities or just don't use them.

A silo can cause this, by making something the player is not interested in, a fundamental part of his character... and/or making something he is interested in, absent from the presented silos.

Silos help you when you want to contribute regarldess of whether you're hacking the Zuerich Orbital System, fly in a wing of Vipers to intercept incoming Cylons, engage in a complex political situation where you want to give Dominar Rygel XVI back to power without creating a civil war and prompting Nebari and Peackeeper to attack, or fight in a gladiatoral match against a group of Orc gladiators.

As I replied above...

in a siloed system I am either going along with whatever the designers felt was important enough to create a silo for... or, If they have accounted for everything (very unlikely) for the genre the rpg is emulating, then we get into the realm of uber-characters who are competent in everything (which isn't every groups or genres cup o' tea).

But if you, despite the gazillion points of Megadamage you can inflict with your freeze ray really don't care about stopping liquid metal terminators trying to destroy humanities only hope, all siloing won't help.

I'm a little confused on your point here... I never stated siloing will solve this problem? I brought up the fact that this problem can easily be avoided if the DM/GM gives guidelines or discusses what type of campaign they will be participating in. Furthermore, IMO, I feel point buy systems give the GM more freedom to determine for himself what all characters should be competent in for the particular type of campaign he is running.
 

That's the whole point about silos! You make use of one part, some of the parts or all parts of the games system without affecting other parts of the system. Some groups will focus more on certain silos - those prefering combat OR roleplaying for example. Other groups will tend to balance the two - those that have a healthy mix of roleplaying AND combat. It's works for everyone.

And my main concern in this respect is that everyone has to be on the same page as far as what is fun and interesting for them in the game for siloing to work the way it is suppose to. Personally I would rather have the freedom of a system like nWoD, where the GM can inform me of what type of campaign he will run and I am able to create the type of character that would allow me to have the most fun with whatever the GM has in store... not necessarily how a designer believes I should have fun or what I should find interesting.

I think where your concern is, and correct me if I am wrong, is if, within your group, you have some players perfering to play one style of game (lets say investigative) vs some of the other players wanting to play another style of game (lets call it combat focused). You are saying that silos don't work when these conflict. You want some players to be better at the combat portion and the other players to be better at the investigative portion because that is how they have designed their character.

This is sort of my concern, but let me try and clarify further. I believe that if I tell my PC's that I want to run an investigative fantasy game, they have the option to be Sherlock Holmes (old school or new school), but if they want to experience it in a fashion more similar to Watson, Mike Lawry (Will Smith in Bad Boys) or even Scooby Doo that is an option for them. To me that is the essence of roleplaying games, the chance to experience situations from different perspectives, points of view and yes, even competency. Siloing, IMO, narrows this range because it forces a certain competency and thus a certain type of character.

But remember this. Siloing does not mean that you are good at everything. Within each silo, your character has strengths and weaknesses. Within the combat focused silo, one character will have a strength in melee combat, another has a strength in ranged combat. However, each has the opposite weakness. In the investigative silo, one character will be better at gathering information through streetwise, diplomacy or intimidate while another may be better at perception and insight. Again, different strengths and weaknesses. The overall benefit however, is that each character can contribute to each type of scene instead of being a fifth wheel because that isn't fun. So the play experience is better for everyone involved. Or to put it another way, by being a specialist in streetwise, I am not compromising my enjoyment of the game in combat because I am also specialized in combat just as much as the next guy.

I don't know if I agree here. If these are all balanced silos so that no character is more powerful in one silo than any other silo you would have to have a minimum competency that is imposed so that you really are competent in everything, and really good at some things but not incompetent or disadvantaged in anything deemed important by the designers. Yeah you could be worse as an archer than a fencer, but in the end you are a skilled combatant no matter what.

Here's a recent quote by Mike Mearls over on rpg.net that I think relates (though a little tangentally) to what I am trying to say about what I feel are some of the disadvantages of siloing... now whether you agree that it is a good or bad thing depends on what you want out of playing D&D.

Roleplaying has nothing to do with G, N, or S. "Roleplaying" has become a sort of catch-all for "Stuff I like in my favorite game that your favorite game can't handle."

Here's something I've noticed about 4e compared to other D&D editions. I'm going to pick on 3e to make my point.

In 3e, you could get away with playing a completely useless character, combat-wise, because the wizard and/or cleric could take on entire combats by themselves. I've seen that happen plenty of times. The goofball character slips on banana peels, gets his head stuck in a window, and plays dead. Meanwhile, the wizard annihilates whatever the characters are facing.

That player, in 4e, can't get away with that. For that player, the game is too well balanced. He wants to play Scooby Doo, or just do goofy stuff to make everyone else laugh, and the game is pretty much forcing him to play it straight. Otherwise, the party feels the loss of being one guy down.

The guy who wants to play the jester can justifiably say that 4e is getting in the way of his roleplaying.
 

So you know everything your campaign will incorporate from the beginning? No new feats, options, etc. allowed once play begins? If not then "play the game" can and already does mean different things to different people as far as D&D is concerned.

1) Why do you need to?
2) Basic play premise should be discussed by the DM and players before any campaign. If one side wants a hack and slash game and the other wants a no-combat investigative mystery game, then that should be figured out ahead of time.
3) Retraining and character growth in general are useful things

Wrong, both statements are true... but apply to toally different parts of the game.

Not if done well, it doesn't...

Nothing in your example directly affects my characters combat silo..
while in my example I can grab 10 of my soldiers and take them into battle with me, thus affecting the combat silo.

Except for the part where the invading army added two squads to the combat themselves? Which again is beside the point because the character's combat potential doesn't include any allies you can or can't bring, whether from domain management or just going 'Okay, you 100 commoners, 2 gold each to charge that way, go!'

Your actual combat abilities are unaffected by it. If the DM wants to include the ability for players to have or not have armies, they're already going to have to alter the combat rules appropriately, but either way the other player has no abilities that let them control minions in combat nor anything that gives them minions that can appreciably change their own combats.

Much like how saying you have red hair or wear gnoll-hides might affect any given social outcome, but it has no mechanical bearing. It's just a variance on how things get roleplayed.

Why? Since we are getting into definite statements about what there should or shouldn't be a reward for, please expound on why, if I want my character to be the greatest musician ever, why can't I (just like in real life) choose to focus on becoming that to the detriment of other areas?

Because it makes the game play worse. Pure and simple. Realism vs fun. It's a game, fun wins. Done. Not that it's particularly realistic when people make characters where every single ability centers around combat anyways.

Brew beer and make a chair? Are we really to the ppoint where we bring out the most absurd examples to debate with...

I was responding to a point about a 'Crafting' silo. Those are valid uses of crafting and profession, which is a perfectly good silo which can have zero bearing on the rest of the game. I actually think it's a far better example than 'domain management' which someone else brought up but has tricky interactions with the plot, campaign resources, etc. Basically, many games without silo-ing will require you to invest resources in being good at brewing or carpentry, at the detriment of, say, your combat skills, social skills, investigative skills, etc - ie, your ability to actually overcome and resolve conflicts in the game, save your character's life, etc. As a result, many characters ignore those aspects of what many characters should be able to do, because it's mathematically impractical. Or have worse stats compared to other people at the table. This is an area where siloing _shines_ by removing that impact.

why not stay with the domain silo example instead of going the route of the ridiculous.

Because the domain silo is a far more complex silo than the important ones, like 'Combat' and various 'Non-Combat' options. Given that you're up in arms over it, and think that somehow reflects on siloing in general, why not go for actual core silo examples?

Also, why do we talk about these instances like the DM is a robot. If I see one of my players has sacrificed combat ability to brew beer or for woodworking (and I'm going to assume that I was just to busy or something to tell him what type of game I'm running), you better believe I'm going to add elements of those skills into many of my adventures.

And those instances won't necessarily serve to balance against the possible death of his character or team from loss of combat ability, of the 98% of scenes in which those skills don't matter, or if a greater amount of scenes then things will start to look ludicrous, etc.

There's also the fact that me not being a robot I can and will extrapolate from those skills so that they apply in a wider range of situations. Perhaps through wood working the PC can identify diffewrent types of wood, knows their locations, what races or tribes frequently use what wood, and so on. But then again I ascribe to the mentality that a DM being able to adapt and individualize encounters for his group is one of his greatest advantages.

Of course it is. It's also nice when the system does most of the work for you. Or when the players feel the freedom to work within it.

For example, 3e's skill system strongly discourages fighters from taking crafting and profession skills of any kind. 4e's utility system discourages taking purely non-combat powers. These are places where silo-ing would help. In HERO it's possible to have one character who has no ability to do combat at all while another is immune to any damage less than the amount needed to outright kill the first guy. Clearly, some silo-ing could help here.

DM skill and player skill can overcome problems created by the lack of silos. But sometimes the DM isn't skilled enough, the players aren't skilled enough, or the side effects (ex: 90% of the game ends up about combat because that's the only activity everyone can do together) are problematic.

There are some downsides to silo-ing, but IMO the upsides far outweigh.

Again, what if it doesn't fit my character concept? Better question, why is this needed as opposed to me stepping up, as the DM, and saying what my campaign will be about (whether that entails combat, intrigue, social maneuvering, exploration or whatever) and then my players making appropriate characters?

You mean, like how you'd end up not having a domain management silo in a game where you didn't want to do that, by doing that? Exactly!

Again, so he sits out a portion of the campaign.

As long as it's by choice, and not by the system forcing it, then you're good. I'm okay with the barbarian having _some_ ability to look around and notice things, maybe smell evidence, intimidate folks, etc... and if he wants to sit out those sections until the combat comes up, that's his choice. At least the system didn't force him not to participate or punish him for not building his character a certain way.
 

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