This thread has been prompted by a few discussions going on at the moment on these boards - about adversarial GMing, about skill challenges and consequences, etc.
A lot of posts seem to assume that the main pleasure for the players in playing an RPG - what is ultimately at stake, if you like - is overcoming the challenges that the GM sets before them (whether in a sandbox or an AP), using their PCs as vehicles.
Consider these posts, for example (and I pick on them only because they are especially clear examples):
And Janx's description of the negative side effects of a soft game only makes sense if we assume that the players, in playing the game (i) are seeking victories, (ii) are looking for the solutions that will let them garner those victories, and (iii) should sometimes adopt caution as part of their solutions.
But what if the players aren't seeking victories. Aren't looking for solutions. And don't want to be cautious?
A similar contrast between possible motivations for (or pleasures in) RPGing came up in this exchange of posts:
I don't want this thread to be about whether challenge oriented play (a la Raven Crowking and Janx) is superior to values oriented play (a la Victim). I think that's a matter of taste.
I'm just interested in seeing whether anyone else besides me (and Victim) is sensitive to the distinction, and has ideas about how to set up and run a game that works for non-challenge oriented play.
A lot of posts seem to assume that the main pleasure for the players in playing an RPG - what is ultimately at stake, if you like - is overcoming the challenges that the GM sets before them (whether in a sandbox or an AP), using their PCs as vehicles.
Consider these posts, for example (and I pick on them only because they are especially clear examples):
And in the absence of wandering monsters and resource management, there is unlkiely to be a time constraint. In games where spending longer means spending resources and possibly increasing danger, this problem simply doesn't exist.
Raven Crowking's post presupposes that an important part of the game, for the players, is managing their resources (including, in a game with wandering monsters, time) so as to avoid danger.There are negative side effects to running a soft game as well:
- players act entitled to easy victories
- players don't act cautiously at all
- players stop thinking carefully about solutions
And Janx's description of the negative side effects of a soft game only makes sense if we assume that the players, in playing the game (i) are seeking victories, (ii) are looking for the solutions that will let them garner those victories, and (iii) should sometimes adopt caution as part of their solutions.
But what if the players aren't seeking victories. Aren't looking for solutions. And don't want to be cautious?
A similar contrast between possible motivations for (or pleasures in) RPGing came up in this exchange of posts:
in a "fiction-first" system, the players could attempt to avoid a combat because that offered their best chance of success. If you design the challenge of avoiding said combat "To keep the XP and pacing about the same as I'd planned", then you undo the value of that choice.
I strongly disagree. Wide variance in difficulty or rewards based on player strategy doesn't preserve the value and meaning of player choice, it destroys that value - essentially, you create a single correct choice.
<snip>
if a diplomatic approach is just as hard as a fight, whether or not the PCs have good CHA, skill trainings, etc means something. The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values. If talking is easy, then PCs can get through without strong social skills, and all that their choice tells us about the characters is that they're expedient.
When one choice is obviously superior, going for it is a pretty trivial decision.
I don't want this thread to be about whether challenge oriented play (a la Raven Crowking and Janx) is superior to values oriented play (a la Victim). I think that's a matter of taste.
I'm just interested in seeing whether anyone else besides me (and Victim) is sensitive to the distinction, and has ideas about how to set up and run a game that works for non-challenge oriented play.