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D&D 4E The Best Thing from 4E

What are your favorite 4E elements?


Obviously when I talk about "meaningful choices" I am talking about "meaningful in respect of some dimension that I think is of importance".

I could write an RPG in which the outcomes of player action declarations depend upon the variations in tweeting of a parakeet, or upon the notes played on the piano by my cat walking across it. In some tenable sense of "meaingful" I guess that would make these animal actions meaningful for play, but not in any sense I am interested in.

When I put "meaningful" into dictionary.com, the first definition it offers me is "full of meaning, significance, purpose, or value". Outcomes determined by animals walking across keyboards, or by players choosing a random black or white ball from behind the GM's back, are not "full of purpose", nor "full of value". They are in fact devoid of both. Which is to say, they are not meaningful in the senses that I think matter to RPG play.

Then discussion over for us. You'll always think that (and you have every right to). But I'm not interested in a discussion where it's basically "definitions as pemerton defines" which unsurprisingly leads to "this means that pemerton is right in how he frames things." I'm not interested in that discussion at all.

Of course you're right for your play style. I'm not arguing that. I'm arguing that an uninformed choice that has significant consequences is meaningful. It sounds like you agree (you just have a preference where you like a more narrow scope of play). That's cool.

I don't mean to butt in (but I will!), but I've got a second so I think I'll try to clarify this (not assuming it will mean anything to either of you).

So why do we (meaning the consensus RPG position) rebel so violently against the "rocks fall, you die" paradigm? It is simply a matter of agency. In this case, player agency.

Player agency in Narrative systems (I would say) is typically defined by the capacity for a player to make thematically-impactful decisions on behalf of their characters. If theme or premise is uninvolved, then a decision ceases to be impactful from a thematic perspective and agency becomes irrelevant. Alternatively, if the situation is thematically-impactful, and the agency of a player's, alleged, thematic decision is subordinated entirely to an unthinking/unfeeling deterministic process, and/or GM Force, then we can qualitatively evaluate the diminished nature of that agency.

For player agency in a Gamist system, sub thematically for strategically and/or tactically in the above paragraph.

For a hybrid of the two, include all three (and reconcile the tension, if any, where required, by prioritizing one slightly more than the other).

This is why the "all roads lead to Rome", "railroading", "rocks fall > you die" deals are "things" in RPGs. That qualitative evaluation of the nature of diminished player agency is why we discuss and have opinions on them. Well, at least it is certainly why I discuss and have an opinion on them! It is certainly why I have a negative opinion of GM Force and Illusionism in games where the social contract stipulates that player agency is important!
 
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Then discussion over for us.
I don't really understand. I asserted that certain choices are not meaningful. You asked why. I answered - they are not full of either value or purpose. They are causally connected to possible outcomes in the fiction, but no more so than a random choice, a die roll, or my cat walking across the piano keyboard.

You think a sufficient condition for "meaningfulness" is causal connection to an output. I think that, in the context of game play, a choice is only meaningful for the player when it somehow expresses or reflects the player's input.

If you're not interested in further discussion about what is or isn't significant in the context of RPGing that's your prerogative, but I don't see how you can complain about my answer to your question. I've explained what I mean by "meaningful choice", and it's not a terribly idiosyncratic usage.
 

And yet, one of the reasons that characters were allowed saving throws against powerful spells and effects is that they should, in some way, have a say in their own fate. Coincidentally, that's one area where 4E differs from every other edition. I mean, I agree with your example, but there's still a (statistically meaningless) difference between the DM asking you to roll a save against death or the DM informing you that you failed your save against death.
The difference is purely aesthetic, as far as I can see. I mentioned upthread (multiple times) that choosing left vs right might have an aesthetic dimension.

But that does not make it meaningful.

"Players roll all the dice" systems are interesting (the one I'm most familiar with is the 4e skill challenge), but not in my view because they empower players. Rather, they (i) affect the practical pacing of resolution at the table and (ii) they oblige the GM to think hard about framing conficts and (in Dungeon World parlance) making moves in such a way that the players are prompted to declare actions in response on behalf of their PCs.

The players have no way of knowing what any of those adventures will involve

<snip>

If any of them end up somewhere that the PCs don't want to be - giant spiders, for example - then they're free to abandon the quest and find a new one.
To me, this reinforces that your conception of player agency is limited to making action declarations for their PCs in a world entirely authored by the GM - which means, therefore, choosing among the options that the GM has provided. Frequently in circumstances of such little knowledge as to outcomes and impact that the choice is, for practical purposes, random or nearly so.

The GM of an RPG is the god who created that world. The PCs live in that world. The PCs should be more familiar with how things work in that world than the players should. Just like it's not meta-gaming to ask how many HP someone has left, because the PCs actually can see whatever the in-game reality is which corresponds to HP.
This is one way to look at it. It's not my preferred way. When my players metagame off my preferences (most notoriously, my preference for demons and undead as enemies), none of us at the table pretends that this models the PCs' knowledge of the gameworld!

They don't know. Just like you wouldn't know the outcome, if you were faced with that same decision in real life. The core of role-playing is imagining that you are the character, and making decisions from that perspective.

<snip>

As I've mentioned many times, no choice is ever truly random. If the left path leads to rocks falling, then there should be some way to determine that, or else it's a DM failure.
I have lost track of your example. Do the players know that taking the left path will be a waste of time? Can they know, and if so, how?

And if the GM has written into the gameworld this waste of time, why? What is the point of writing in an option which, if the players do choose it, means that they will lose? The question is not rhetorical - you have not actually stated a reason why writing such a thing would be good GMing.

The decision to visit Tavern X is a decision to encounter those people who have also decided to visit Tavern X. If you then decide that the mysterious stranger possesses this trait, then you are letting player choice dictate her backstory.
The second sentence is correct - that is the whole point.

But the first sentence contradicts something you said upthread, when you said that the players don't choose to encounter the mysterious stranger.

You haven't answered - what harm, or wrong, does the GM do if s/he lets player choices dictate the backstory of the mysterious stranger.

If the DM makes decisions based on cues from the players, then the player is indirectly authoring the backstory. The player could cause other things to happen in the backstory, by asserting different preferences to the DM.
Correct. That's what I call a player-driven game.

I think that just goes to show how far out of touch you are from what the game was intended to be, and how the game is actually played.
I don't understand this strong normative language, as if you somehow "are in touch" with how the game was "intended" to be. Intended by whom? Gary Gygax? You've already rejected him as an authority upthread, and in any event, to be blunt, I think I've got at least as good a handle as you do on how Gygaxian play works.

Intended by the 4e designers? Which ones? And what is your evidence? As for "how the game is played" I again ask, by whom? Certainly not by me or [MENTION=82106]AbdulAlhazred[/MENTION], and we've both been playing the game for longer than you have!

Frankly, I think when you say "how the game was intended to be" all you actually succeed in conveying is "How you prefer the game to be played, based on certain preferences and habits you formed when learning AD&D 2nd ed."
 

This is why the "all roads lead to Rome", "railroading", "rocks fall > you die" deals are "things" in RPGs. That qualitative evaluation of the nature of diminished player agency is why we discuss and have opinions on them. Well, at least it is certainly why I discuss and have an opinion on them! It is certainly why I have a negative opinion of GM Force and Illusionism in games where the social contract stipulates that player agency is important!
And conversely, those exact activities ("railroading" plots, "rocks fall, you die") happen because of play agendas in which player agency is not the primary goal. If the goal is "simulation of the events of a realistic fantasy world", than walking up a mountain path could easily result in a "01" roll on the "random mountain weather" chart, which results in an avalanche which kills the PCs. There was SOME player agency ("Don't walk in the mountains!"), but the primary goal is to demonstrate to the players that things happen in the world which the PCs have no control over. This is a very common RPG agenda! It's simply antithetical to most modern RPG design, which is focused on the creation of drama which is built around the PCs.
 

If your players like the rails, then there's no problem. I don't get it. I'm not painting that style as bad, I'm saying I don't engage in it with my RPG campaign, even if you think I do. That's all. Of course people have fun with the style you're describing.

If the question is about player agency, then the uninformed choice with a meaningful consequence is infinitely more empowering than a meaningless choice due to railroading.

And see here we have it. Either we're following some ideal of 'neutral DMing' or at the very least process-sim with the players in charge of the process, or we're railroading. I've been accused of 'not understanding' but this is the epitome of not understanding. There's not one shred of railroading involved in what either I or Pemerton are doing. If you think that the contrast is between how you people play and a railroad then you are truly discussing some other thing than our styles of DMing.

I'd also note this, JC, you've said something a couple times about 'adventure paths'. I don't play published adventures, and I don't think to a large extent @pemerton does either from what I've heard. The problem is quite simple, they presuppose the players will follow some particular plot line. Heck they HAVE to, pretty much, or they'd be largely useless. There are very few adventures around that I would run because very few adventures match my agenda and even fewer match my own idiosyncratic style.

I thought Phandelver was a pretty good adventure, though I only played through it and haven't read it, so I'm not sure how it is actually written. It doesn't do much to presuppose that the players follow any specific course, and the choices they have did seem to be fairly significant. You could miss entire portions or go through them in various orders, and usually the players have at least some idea of what the significance of the different choices are. Even so, being a pre-written adventure, its hard to cater to the interests of players, unless they happen to be aligned closely with the module's themes. I'd be more likely to utilize its elements as a starting point and let things branch off from there as needed.
 

And yet, one of the reasons that characters were allowed saving throws against powerful spells and effects is that they should, in some way, have a say in their own fate. Coincidentally, that's one area where 4E differs from every other edition. I mean, I agree with your example, but there's still a (statistically meaningless) difference between the DM asking you to roll a save against death or the DM informing you that you failed your save against death.
From my perspective this has nothing to do with player agency. It has to do with the DM allowing the 'fickle finger of fate' (yes, Laugh In was current in the early 70's!) to intervene. Imagine in an early Greyhawk campaign how things roll. There's a room with a poison trap in it. Remember, there ARE no thieves, all the players can do is RP their characters examining the room, possibly finding the trap, attempting to discern its function (purely by RP and this is purely a test of PLAYER acumen) and then SNAP! the trap goes off, the fighter is poisoned! Its perfectly reasonable for the DM to say at that point "OK, I'll give you a 50/50 shot that your character resists the poison, otherwise go roll up Fred#2!" There's nothing of player agency in this, its purely gamist, just a fun way to add a little luck to a situation which otherwise is purely DM fiat and player cleverness.

The GM of an RPG is the god who created that world. The PCs live in that world. The PCs should be more familiar with how things work in that world than the players should. Just like it's not meta-gaming to ask how many HP someone has left, because the PCs actually can see whatever the in-game reality is which corresponds to HP.
Sure, but we're talking about a situation where the players are making a choice, not asking for information. If the players seek more information through the agency of their characters, then I agree. The fact that the information is conveyed in the form of mechanical information (IE hit points) doesn't matter really, there's SOME meta-game involved there, but its not primary. In the case of a blind choice ALL the players can do is read the DM. What tone of voice does he use? Is he seeming to encourage one option or the other? Does the DM usually favor the right or the left? The players could ask if their characters can see or sense anything useful, and to the extent that the DM will provide information they may gain some level of agency.

They don't know. Just like you wouldn't know the outcome, if you were faced with that same decision in real life. The core of role-playing is imagining that you are the character, and making decisions from that perspective.

I think that just goes to show how far out of touch you are from what the game was intended to be, and how the game is actually played.
Out of touch? lol. The thing is, the quality of RP isn't predicated on the decisions you are being faced with being presented for any specific reason. It is NO less roleplaying because the choices are decided based on a dramatic agenda! Not one single bit less! Nor do I personally feel that you have some special say in how 'the game was intended to be played'. Again and again this theme has emerged, that only the agenda that you espouse is the real one true way.

This is not difficult for a skilled DM to emulate. The fictional world should also be constrained and driven by causal laws, even if the rules in the book only show us a sub-set of the ramifications of those laws, filtered by what is relevant to a sub-set of the population.
This again. Its far too vague and generalized, the DM has total leeway to construe facts and circumstances in any way he or she wishes, and then (though JC seems to close this last avenue) construe circumstances in whatever way favors his or her agenda. Frankly I don't even think any GM can do otherwise, the difference between what an RPG/Setting provides and a true world sim is like the difference between a grain of sand and the Milky Way Galaxy.

Very little within the game-world is not knowable to the players. It's just a question of what resources they care to spend on figuring it out. The GM creates the game-world, and populates it with monsters and NPCs and whatever else, but only the players can decide where the story goes. (By definition, the story is whatever happens around the PCs.)
But again, the point is that if the players are choosing from ignorance, then their choices are basically random, and what choices they are presented with, if any, is the key determinant, even if they do have choices, along with what information the DM chooses to release. Its still the DM that is at least often in the driver's seat. With a scene-framing kind of player-driven play the DM certainly isn't passive either, but if he's responding to the player's queues in a reasonable way then information isn't really the determinant of player agency, ability to select options is.

This sort of mismatch should sort itself out within a few sessions, and highlights the importance of talking about what kind of game it is before you start playing. I just wanted to cover the possibility that you might show up at my D&D game, and then not understand what your role in the game is supposed to be; you might feel that your choices don't matter, because you aren't asking the questions that would get you the information you might want in order to make informed choices later on.
This is entirely possible. The question is whether or not the players can really anticipate what they need to know. Its possible to be infinitely cautious and meticulous to try to avoid any surprises, but that's part of what I see as the legacy of this kind of play, it tends to be very procedural and dragged out. The players conceive elaborate backup plans, arcane procedures for opening every door and traversing every hallway, etc. It does work OK in the tradition of Gygaxian 'skilled play' in a dungeon-type environment where the 'right questions' are pretty obvious and relatively stereotyped. D&D just failed to evolve a way to extend that into a more general type of play, which is why we perceive problems in 2e.

As I've mentioned many times, no choice is ever truly random. If the left path leads to rocks falling, then there should be some way to determine that, or else it's a DM failure.
So, what is wrong with that choice being dictated by the rule of what is fun or interesting? In fact, isn't that what you are doing when you insure there's some way to figure out that rocks will fall?

The players have no way of knowing what any of those adventures will involve, or what threats or treasure might be there, unless they're meta-gaming (i.e. cheating). They have reason to believe that the first two options will involve some spelunking, and the last will involve a lot of walking. If any of them end up somewhere that the PCs don't want to be - giant spiders, for example - then they're free to abandon the quest and find a new one.
I think all that Pemerton is suggesting is that the DM figure out by some means, often how the players have selected character options, which one they're interested in and present that option? If they have a ranger who's an expert in desert survival and a wizard who is trying to capture a djinn, then probably B4 would be a good choice.

The decision to visit Tavern X is a decision to encounter those people who have also decided to visit Tavern X. If you then decide that the mysterious stranger possesses this trait, then you are letting player choice dictate her backstory.
There's no decision being made WRT the Mysterious Stranger, not unless the PCs can learn where she goes and have clues pointing at her as someone to investigate. There's nothing wrong with player choice dictating what the NPC does. Until the NPC shows up on stage she's not 'doing' anything, she's just an NPC that is off-stage. At the VERY MOST you may have decided she holds forth at Tavern Y, which isn't a lot of information. Is that the ONLY place she goes? Does it even matter to the nature of the NPC or was it just a random or haphazard DM choice?

If the DM makes decisions based on cues from the players, then the player is indirectly authoring the backstory. The player could cause other things to happen in the backstory, by asserting different preferences to the DM.

I think you mean something different by 'backstory' here. [MENTION=42582]pemerton[/MENTION] is talking about whatever the player writes on his sheet to explain his character's background and history up to the point where the game started, and maybe beyond that the explanation narratively of the player's build choices and such.

The players are indeed, indirectly in most cases, authoring the story. Its a story about their characters. There's nothing wrong with them having a role in authoring it. The DM is still the primary world creator.
 


For those who want to play a 2nd ed style game, 4e is particularly unsuitable. That has been the crux of the discussion for the past several hundred posts on this thread!

Yet 4e fulfills the PROMISE of 2e almost completely. It delivers the story-driven play that 2e did nothing to deliver except to tell the DM to 'make it happen'.

Admittedly though, 4e is considerably different in TONE in some sense. Though 2e definitely has more robust and 'heroic' characters than earlier editions, mechanically, 4e's PCs are vastly more capable and extraordinary, which does change the tone, eliminating the last of the elements of bathos that exist in the 'meat grinder' of low level D&D play.

Ironically I thought the idea of the 'PoL' was much more in keeping with a 2e tone than a 4e tone. Its actual incarnation in Nentir Vale owes a bit more to 4e's tone, but its still not quite hitting the mark. Maybe MV:TtNV gets you there, I have never managed to get around to buying a copy.
 

I think the PoL tone fit 4e, in that PCs are heroes in a land that needs heroes, rather than adventurers in a land crawling with treasure-hunting adventurers to the point of 'gold rush' inflation applying to the economy.
 

I think the PoL tone fit 4e, in that PCs are heroes in a land that needs heroes, rather than adventurers in a land crawling with treasure-hunting adventurers to the point of 'gold rush' inflation applying to the economy.

It didn't seem dark and desperate enough though, and there still seem to be a pretty goodly number of significant NPCs and such around. Its true, NV doesn't have oodles of really powerful NPCs that could plausibly handle things on their own though, which was always a problem with the older settings like FR and WoG. Its just I thought NV was a little too mundane. 4e seems to best thrive on larger-than-life sorts of action. Once the character's transcend that one bit of the world then whatever, you are into MotP land or whatever, but until then it seemed a bit too restrained for me.
 

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