clearstream
(He, Him)
What I've been attempting to do is go beyond what amounts to statements about what is found satisfying to a group. One of the clearest skill constructs we have in gaming is the Elo. This has been emulated by Microsoft's TrueSkill and in other games such as League of Legends MMR.I can't speak for @Campbell, but from my point of view this is stated at such a level of abstraction that I don't even know what it means, let alone whether or not I agree with it.
In classic D&D, for instance, a standard measure of difficulty is level. In that sense, White Plume Mountain is more difficult than KotB. This is normally understood in terms of resources required for success, both depth of hit point resources (to handle physical punishment) and spells and similar magic available.
But difficulty can also be measured in terms of ingenuity demanded - eg the "gelatinous cube in a pit" trap requires more ingenuity to resolve successfully than navigating around an open, unconcealed and empty pit in a corridor.
There is no canonical way of measuring this second sort of difficulty in classic D&D, other than - say - setting ToH towards the more challenging end of the posited gradient of difficulty. Are you proposing some such canonical measure? Are you suggesting that having some such measure would assist us in understanding Gygaxian skilled play, or some other sort of RPGing?
Each of these concrete skill constructs is silent on the factors of skill (e.g. ingenuity), and takes the approach of collecting game results and using that to predict subsequent results. When you say "abstraction", in fact I was attempting the opposite: to make concrete.
Dismissing Pun Pun as one degenerate case fails to think through what is going on in 3rd and 5th edition charop. System mastery in those two games allows construction of mechanically stronger characters. The intended game balance as laid out in the DMG, e.g. as guided by CR, entails that those characters will defeat encounters with ease that ought to be matched for their level. The tweak is for the DM to adjust encounters although often what happens is that the optimised character joins a group of unoptimised characters so that route isn't open.Even when its comes to 3E D&D, I'm not sure that one degenerate case supports a generalisation that the more skill a player has in one area of the game, the less they will likely need in another.
And even if that were true for 3E (I'm not expert enough in that system to have an opinion), I don't think it generalises to other systems. For instance, I have a friend who is much more skilled than I am at improving his PC when playing Burning Wheel, by managing the way in which he establishes his dice pools for his declared actions. Thus his PC grows in ability more quickly than mine does. This doesn't led to him needing less skill in other parts of the game: in fact in many ways its orthogonal to the rest of the play of the game.
Your example in Burning Wheel is a different case. This is the second time that you have responded to a case I have presented by saying no that is not true in this - quite different - case. It is old news that more skill in the area of charop in 3rd and 5th edition lead to needing less skill during play (given a group is following the written principles of the game).
It's not so much the mathematical demonstration, as the concrete construct and reducing of confounds around task modelling, task difficulty, and small group self-perceptions. When posters in this thread and others like it speak about skill, I feel at best they can be speaking about what their small group has experienced (in this context, less than a thousand is small).The fact that something doesn't admit of mathematical demonstration doesn't mean that there is no constraint, that there is no better or worse adherence to principles and guidelines.
I have played and/or DMd - Dogs in the Vineyard, Burning Wheel, RuneQuest, D&D (all editions), HeroQuest, Earthdawn, Shadowrun, Bushido, Empire of the Petal Throne, Land of the Rising Sun, Chivalry and Sorcery, Ars Magica, Traveller, Aftermath, Paranoia, GURPS, Savage Worlds, a diceless game of my own invention (influential in my small part of the world), Amber, Rifts, Champions, two or three games of friends' invention. We've probably one-session'd some others that I don't recall. EDIT Also T&T (solo only), Megatraveller, Call of Cthulhu, and DragonQuest (both editions).What RPGs do you have experience with? From your posts I infer 3E and 5e D&D, and maybe some RuneQuest. Have you played or GMed AW, or DW or other PbtA system? BitD or other FitD systems? Buring Wheel? HeroWars or HeroQuest? Even 4e D&D?
Heh! I find that other posters are speaking ambiguously and making it impossible to discuss real differences. However, I am happy to revert to discussing experiences and preferences. One can learn from sharing those. One cannot make claims to be saying anything concrete about skill, however. Well, that is a little harsh: one can make guesses and speculate as to factors (e.g. ingenuity) and say what factors one values, but one cannot say that one self-reported example was any more skillful than any other - even in cases where the other sounds on surface less skillful.@Campbell posted that your posts seem to be introducing ambiguity, "making it impossible to discuss real differences between different modes of play". I feel that they would benefit from being grounded in reference to actual RPG systems and actual processes of play in those systems. This would also make it clearer what the evidence base is that you are relying on for your generalisations.
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