The D&D Experience (or, All Roads lead to Rome)

MMO players didn't flock to 4E for similar reasons to why fast-food junkies don't flock to Whole Foods.

I know I sound elitist, but I think there is a huge qualitative difference in experience in an MMO vs. an RPG, the prime difference being that of use of imagination. MMOs are easier; they are quick fixes, junk food. RPGs require one to create, to imagine, to play make believe, and to generate it all from within. A more accurate comparison is a movie vs. a book.

Now 4E may have tried to make it easier to transition from an MMO to an RPG by making a larger percent of the experience in the visual realm (i.e. the battle map). This is one of my main beefs with 4E: its over-reliance on the battle map, with the caveat that I know that many folks are able to play it without a battle map or miniatures, that was not the default design approach and assumption. Designing 4E to assume and rely upon a battle map and miniatures was a mistake, imo.

But I agree that "investment" is a major aspect of this, if we're talking about time, imagination, effort, etc. Now it doesn't require a huge investment if you are a player; you just show up and roll dice. It is only the DM that must invest a huge amount of time and creativity to make the game run, even if they are using pre-published settings and adventures - at the least they still have to do a fair amount of reading.
 

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Just a thought. DannyA, because you know a lot more about this than I do. How is a HERO emulation of D&D different than a retro-clone?

Well...just off the top of my head:
  1. I can emulate any edition of D&D I care to
  2. I can mix & match, so I could have Dragonborn & Tieflings in an OD&D sim
  3. designing variant or utterly new spells & powers is EASY. A D&D lightning bolt would simply be a RKA with a Line AoE in HERO. if I wanted, though, Tesla, the Electric Wizard could also design "Ghost Lightning" (lightning bolts that only affect immaterial targets), "Lightning Storm" (an autofire lightning bolt storm), and anything else because the power creation rules are transparent and universal.
  4. And Ember the Firemage could have powers that are functionally identical, just using a different energy type- no more "I wish there were a sonic version of "Ice Storm."
  5. the above applies to items as well- if you can think it and have the points to do it, you can design it. Items are built with the same points as your PC is.
  6. "Specialization" is as easy as simply designing your PC a particular way.
  7. HERO uses only d6s
  8. HERO has no "auto-hit" advantage (the term used to denote power-modifying elements), so perfectly emulating MM isn't possible. There IS, however, a "homing" advantage, so you CAN do a decent job of approximation. And as I pointed out before, you could also apply "homing" to any power you want, so you could have a lightning bolt that snakes around the battlefield a little while...
 
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Re: HERO and retro-clones, Isn't it just a matter of degrees based upon "proximity" to an official version of D&D? So you could have:

Primary D&D: An "official" version of D&D produced by either TSR or WotC (OD&D, AD&D 1E and 2E, BECMI in its various incarnations, 3E, 3.5, 4E, Essentials).
Secondary D&D: A retro-clone that's rules and themes are based upon a primary form of D&D (e.g. Pathfinder, Labyrinth lord, Swords & Wizardry, etc).
Tertiary D&D: A completely different game system used to play D&D-style fantasy, complete with D&D themes, monsters, magic items, etc. This would be Danny's HERO game.

There would, of course, be grey areas between each degree and it may be tricky deciding what is "Tertiary D&D" and what is another fantasy RPG, but I think the distinction is pretty clear if we look at D&D as not only just an evolving rules set, but a gestalt of themes. Talislanta, for instance, is clearly not Tertiary D&D, whereas playing a Savage Worlds version of a D&D dungeon-crawl, complete with iconic D&D monsters and character archetyples, is. Would playing Savage Worlds through White Plume Mountain be tertiary D&D if it didn't include an monsters exclusive to D&D? I think so, because it is still based upon D&D.
 


MMO players didn't flock to 4E for similar reasons to why fast-food junkies don't flock to Whole Foods.

I know I sound elitist, but I think there is a huge qualitative difference in experience in an MMO vs. an RPG...

I agree with you in principal. But I think you are taking a very one-sided view of it. WOW fans could make the same argument that WOW is whole foods and D&D is fast food by simply looking at different key qualities which appeal to them.

But the reason I think this is important is I still firmly believe that the 4E design idea is based on looking at the vast numbers of people willing to pretend to be an elf when they play WOW and thinking that if they could get just 1 in 10 of those players to play D&D (particularly with a DDI subscription, much like a WOW subscription), then it would not matter how many existing D&D fans were lost.

I don't think Mearls and Co set out to do this on their own and I don't think WotC (far far less Hasbro) micromanaged the design process. But I do think "management" declared "thou shalt make a game that appeals to WOW players", and the design team set about designing a kick ass RPG with that direction as a mandatory element.

And yes, that is speculative. I don't know. But it fits the early on marketing campaign and it fits the changes I see. I believe it.

And, while you may love 4E, a lot of us see it as fast food. But, the WoW target sees it as "fast food" from their end as well. Its all food (so all roads lead to "food"), but there is MMO food and tabletop RPG food. And, in trying to be both, 4E is, all to often neither fish nor fowl. (heh, just to torture to analogy a bit more).
 

Newsflash! Some people play FRPGs as series of narratively unconnected combats.

And thus 4th edition design was aimed at getting those people to it, to make it more appealing to them.

Hey you can be socially inept and play an "RPG"!

The thing about RPGs versus the heavy minis requiring games such as Warhammer is cost of minis and assembly of them.

Just because 4th is a minis focused game, doesn't mean you can't RP in it, just some are looking for more out of it. I have better games to play a "series of narratively unconnected combats". The combats are also better in them too.
 
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I would further posit that the "D&D Experience" is related, in no small part, to the degree of simulation....at least for some people.
I think you're probably right about this, and that WotC miscalculated this when it came to 4e.

And, hence, a game which is not "fiction first" (as LostSoul calls his hack!) simply doesn't feel like it shares that experience, to them.
I sort of agree with this, but am hesitant to open the door to my game being described as "fiction last"! Because that plays into the monoplogy/minis-game stuff that annoys me.

I think the way I play 4e (and as best I can tell it's what the game has been built to support) is fiction first when it comes to the overall narrative and thematic progression of the game, but fiction second when it comes to building encounters/situations, and when it comes to the details of resolving them.

The point about encounter building is well-known - assing a level first, and then create a fiction to explain that assignment (so metagame first, then the game follows). If you don't do any more of the fiction than choosing an appropriate-level monster from the MM, then you have Shadzar's minis-game 4e experience. But I think the game designers intend that the GM will do more (otherwise the stuff in the rulebooks on exploration would be redundant, apart from anything else). I certainly do more than this in creating a relevant fiction.

The point about action resolution is also known, but I don't see the nuances discussed as often. An example from my game yesterday - the PCs were investigating a hot spring inside a temple bathhouse, and were attacked by a water weird. They quicly discovered that psychic/Will attacks had no effect - it was animated water, with no discernible mind or body. So they decided to (i) try and destroy/move the water, using radiant and thunder attacks, and (ii) to try and plug the spring, by knocking stones down into it and using the thunder attacks to drive them home. This decision as to how to tackle the situation, and the details of power use that then followed, were determined by a mixture of thinking about the fictional situation, and looking down their character sheets to see what sorts of abilities they had to bring to bear. (And I had already decided, in my prep notes, to resolve it as a complexity 2 skill challenge ie 6 successes before 3 failures.)

Success came after the dwarf fighter jumped into the water, waited for it to surge up over him, and then pushed the rocks home with a sweep of his halberd (in mechanical terms this was Come and Get it combined with a successful Athletics check). And after the party had thus narrowly avoided all being drowned by the weird, the wizard performed a purify water ritual. I don't know if this was memories of AD&D on the part of the player, or just a spontaneous decision.

Anyway, I'm not even sure that what I've just described counts as "fiction second" action resolution, but I'll readily concede that it's not quite White Plume Mountain.
 

(And I had already decided, in my prep notes, to resolve it as a complexity 2 skill challenge ie 6 successes before 3 failures.)

Offered for reference and nothing critical meant here; if you are having fun, then you are having fun and that is what it is all about...

You just flat out stated that it is mechanics first. Yes, you are absolutely going to create a narrative story for how it played out. But you have pre-established the mechanical definition of what would happen. The story is then shoe-horned on to the prerequisite mechanical framework.

In my game one success may be all it takes. Or maybe it takes 10. And one failure may be catastrophic or maybe they can get away with eight. I won't know until the players tell me what is happening and then we find out if they are successes or failures. The narrative is the master of the situation and the mechanics do their best to obediently model what the narrative says.

Success came after the dwarf fighter jumped into the water, waited for it to surge up over him, and then pushed the rocks home with a sweep of his halberd (in mechanical terms this was Come and Get it combined with a successful Athletics check).
And this is what I mean when I say "pop quiz" role playing. You look at a list of powers, find one that looks workable and then build a story that explains why this mechanic applies to the situation. But the story is following the lead of the mechanics. It is an exercise in association. (It has some elements in common with Iron DM).

I'd more enjoy the approach that Hacon, warrior of the North says "here is what I'm going to do" and then it falls to the DM to make the mechanics work.

And, lest I get too caught up in praising my version, it doesn't always work great. There are blips in the 3E mechanics, no doubt. But it goes at it with that spirit in mind. And I like that.

I don't remotely question the merit or fun in your approach. I simply note the distinction as an example of decidedly different areas of Rome, which some people may not even really consider to be the same city. (Even if they are both great places to visit).
 

BryonD, what I would object to in your post are "shoe-horned" and "pop quiz". I can see where you're coming from, obviously, but these carry a pejorative tone that I don't want to accept. (I'm sure that pejorative tone accurately captures your aesthetic response - but I would prefer a description that doesn't build that experiential response into the description itself.) (EDIT: I'm skipping over your "different cities" point because I agree that simulationist and non-simulationist play are different experiences that satisfy different RPGing preferences.)

Starting with shoe-horned. In a sense, when I state up a monster as AC X, hp Y I've also made a mechanical decision about how hard the encounter will be. Now, I imagine your response (along the lines upthread of our exhange about the pirate and the knight) is that the monster's stats are derived from an ingame description. So that it is story/gameworld first, mechanics second.

My response to that is that in choosing to set up that particular story/gameworld, it defies belief that you as an experienced GM don't have in mind some sense of the mechanical implications of the decisions you're making. I almost want to say: the simulationist inhabits a type of self-constructed "naivety" about the mechanics, and the non-simulationist is just being upfront and reaslist. Of course that would be wrong - the simulationist isn't being naive, but is deprioritising the metagame/mechanical aspects.

But I don't think that prioritising the mechanics equals shoe-horning. Imposing a structure isn't, thereby, fitting something in that wouldn't fit in by itself. Sometimes I choose a particular monster because I think the fight with it will go a certain way. I did that yesterday - the scenario called for a Large bear, and in prepping I placed a single elite level 13 dire bear, rather than a lower level solo bear (a level 7 or 8 solo would be a rough XP equivalent) because I wasn't sure exactly how many 10th level PCs would be facing it at once, and thought the slightly swingier high level elite would produce a more interesting range of outcomes across a wider range of possible PC party size. The fact that the decision is driven (in part) by the mechanics doesn't mean I have to shoe-horn in the outcomes.

Now a skill challenge is a bit different from a combat. Hit point attrition has a certain robust story content at a D&D table - every knows that we're wearing down the monster, even if the precise nature of that wearing down is a bit up for grabs (except perhaps in 3E, where at least some players interpret hit points solely as meat, in which case even the precise nature of the wearing down is probably known by all). Whereas the ingame interpretation of successes in a skill challenge is much more up for grabs every time. Nevertheless, in a 6/3 skill challenge I describe the results of successes in such a way as to give a general feel for how things are progressing, and also add a bit of quasi-mechanical commentary - "You feel like you've only just started" vs "You feel like you're pretty close to getting the job done" - to add an extra bit of infromation to the descriptions. So no one was shocked when the dwarf's last move turned out to be the success - even though they weren't 100% sure that it would be - just the same as if he'd struck the killing blow in a combat.

So, again, while mechanics are playing a role here, I don't see it as shoe-horning.

As to "pop quiz": the player of the dwarf had already set up the "plug the spring" idea because on his first turn he considered the situation as I'd described it, thought "as a strong guy with a big axe my best bet here is to probably plug the spring", and then I suggested that (i) if he wanted to do that he had to knock off a lot of stone, so I would require him to expend one of his encounter close burst powers, and (ii) to get the stones in the right place would also require a Dungeoneering check. (This is roughly following the model in DMG p 42.)

(EDIT: in my prep notes I'd expected the PCs to try and expunge the spirit, and had made some notes on how Religion and Arcana checks might play out. The idea of plugging the spring instead came as a surprise to me.)

When it came round to his next turn the wizard and paladin had already picked up on his idea and done more stuff with the stone. He then went in for (what he hoped would be, and what turned out to be) the last big effort. The player knew what he wanted to do - use Come and Get it to "pull" the water away from the rocks, so he could push them into the holes. I, as GM, suggested that what might make more sense is if, using his skill at timing his polearm strikes in relation to the fluid movement of the battlefield (as exemplified in part by this Come and Get It power), he waited for the water to surge up again and then pushed in the stone. The player liked that, and went for it. He made an Athletics check for being in the water, and an attack roll to actually drive the stone home. Expending Come and Get It meant that the issue of timing was not a problem for that PC (Come and Get It in this context, as in many other occasions of use, acted as a sort of fate point - "my PC's timing perfectly matches the flow of battle" - then as a model of an ingame action like taunting or luring).

Again, the mechanics are informing the decisions here. Personally, I don't feel that they do so any more intimately than in (for example) Rolemaster, where players routinely scour the character sheets looking for an applicable skill or spell before deciding how to tackle a situation. A game with a much-stripped down character sheet (especially for fighters), like Basic, would play a bit differently here. I don't have enough experience with 3E to really make a comparison.

But I think it's certainly not "fiction last". Why did the fighter jump into the water? Because otherwise how can he manipulate the stones at the bottom of the pool?

Another example - when the PCs actually encountered the bear, they decided to tame and befriend it instead of fighting it. The ranger and the wizard made Nature checks. The range was adjacent, so reached out to the bear. The wizard was at range, giving rise to the question - how does he actually calm the bear? Answer: he used Ghost Sound to make soothing noises and Mage Hand to stroke it. The sorcerer wanted (i) to back away so as not to get slammed in case the bear remained angry, and (ii) to try and intimidate the bear into submission. I (as GM) asked the player how, exactly, the PC was being intimidating while backing up? His answer: he is expending Spark Form (a lightning-based encounter power) to create a show of magical power arcing between his staff and his dagger, that would scare the bear. A successful Intimidate roll confirmed that the light show did indeed tend to subdue rather than enrage the bear.

Again, this is not fiction divorced from the mechanics. But I don't think it's fair to call it "pop-quiz" roleplaying. The engagment with the fiction is permeating the whole thing, and shaping the way that mechanical resources and deployed and that deployment adjudicated.

FINAL EDIT: I've also taken this to a new thread, to see if we can get some more actual play discussion of how mechanics and fiction interact in gamepla.
 
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The engagment with the fiction is permeating the whole thing, and shaping the way that mechanical resources and deployed and that deployment adjudicated.
But can we agree it's pretty damn different from the way earlier editions of D&D would likely handle this same situation?

This reminds me of why I admire HeroQuest's design and why I don't ever want to actually play it. :p
 

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