What the heck is "Unfun"?

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Doug McCrae said:
Here's some things I find unfun:

Keeping track of arrows...

Too true, but sometimes quite necessary. Think about it... if Legolas had infinite arrows, he'd never have had to switch to his longknife, slowing his kill-ratio.

Gimli would never have been able to beat Legolas' score.

;)
 

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With regard to fun, there was a survey in a Dragon magazine back in the 1E days. One of the questions was basically "How heroic do you want your PC to be?" and the #1 answer was "In real life, I can trip over a garbage can. I want my dwarf in plate to jump over those cans and keep fighting" or some such.

Most players want to play Heroic PCs. They do not want to sit around twiddling their thumbs while the other players shine. Sure, some players want to play angst ridden whiny PCs that may or may not be incompetent, but that is not the majority of players.

Players want their PCs to shine. And, they also want their PC to be the best in some areas. And I think the designers of 4E understand that.


The designers of 3E understood it as well, but their solution to the problem was problematic at best. Their solution was to give the PCs more and more, better and better. More feats. More PrCs. More magic items. More capability. Part of this is pure business and marketing, but it did hurt the versimilitude of the game for some people by making the cinematic "too fantastic" and overwhelming.

The 4E designers appear to understand this to some extent. But the same industry pressures are there. There are WOW players that the designers are targeting. There are players who feel that their PCs are entitled to every new thing printed by WotC.


In 2E, Wights drained a level with every hit. They were damn scary. In 3E, they effectively drain a level with every hit if a save is missed and then, the PC still gets another save the next day, and Restoration is a 4th level spell instead of a 7th level spell. The 3E designers went way out of their way to "protect PCs" from certain nasty events and also went out of their way to make sure that PCs had access to spells that could reverse these types of bad events.

Which is all nice and well. But, I do not think the 4E designers should continue in that direction (beyond a few minor adjustments like more hit points at first level). Players are not entitled to have their PCs totally protected. Players are not entitled to have DR and Energy Resistance removed from the game. Players are not entitled to fight every round of a combat. Sometimes, bad things happen in a game. A PC can be heroic and a game can be a lot of fun without him being protected from all of the bad things that can happen.

It's all a matter of balance. As long as 4E has significant challenges (and not just hit point damage, but various unusual effects like energy drain), it will be a fun game. If the designers give in too much to "remove all elements of the game which might be a roadblock to a player", it might not be. Win some, win some is really not as much fun as win some, lose some.
 

Your argument would be stronger if it responded to mine instead of making things up and responding to them instead.

Sundragon2012 said:
However, the arrow analogy falls flat as a comparison to spell componants because any DM who allows a wizard to cast 300 fireballs without even the appearace of componant aquisition is IMO crazy.

Then require the archer to make an "appearance" of arrow collection. Whenever he's in town, he announces, "I'm going to buy more arrows," and tosses away a trivial handful of gold coins. That's exactly what the wizard does, if the wizard does anything at all, and the wizard doesn't even get charged a handful of gold coins.

See? Verisimilitude gets its nod, and a 12th level archer doesn't have to count backwards from 300 just to know when its time to shell out 15 gp for 300 arrows.

What is so darned difficult with keeping track of such simple things when you having nothing but your character to worry about?

Its not about how difficult it is in a vacuum, its about how difficult it is in comparison to what the game is getting out of it. We could track degradation of the fighter's sword, too. After 300 hits it starts needing repair work that costs about 15 gp. It wouldn't be difficult per se, but it would be annoying. There are a lot of things we could require players to account. Armor damage, caloric intake, fruit consumption tied to a rule that gives you scurvy if you eat nothing but iron rations for too long... just because we can count them doesn't meant that we should.

Random saves are a vital part of the game as are hopefully rare save or die effects.

Try to keep on topic. There's a difference between liking random saves, and liking random saves that you couldn't avoid taking and which force you to go play on the DM's xbox for the rest of the night if things go badly.

This is a dice based game and there is an element of randomness. If someone doesn't want that they can hang out with their friends and play make believe without dice, rules or danger.

There is a difference between hating randomness, and hating extremely long shot randomness which, when it goes bad, kills (or long term disables) you instantly. People who want to avoid instant random death do not necessarily want to destroy all elements of randomness. This should be self evident.

The DM can never, ever be forced to provide anything.

If the DM 1) wants to be a DM, and 2) doesn't restrain his players in a hole he dug in his basement, yes he can. If he isn't providing a game the players want, they leave. He either gets new players, changes his mind, or gives up being a DM. His ability to get new players, willingness to change mind, and desire to remain as DM will be major factors in which one happens. I used to play exclusively as part of a gaming club. If I wanted to run a game, there were about 80 people who might play. So if one set of my friends didn't want to play in a game I created, I'd ask a different set. No hard feelings were had, as there were lots of different games available. Now I live in an area where I haven't got a gaming club, and if I want to play, there's basically five guys who will be playing with me. Now its much more important that a setting and a campaign I create appeal to those particular guys' taste. Capisce?

Setting consistancy requires limits, period. Anything goes, kitchen sink D&D is fine for the nebulous, undefined core setting but not for anything that exists as a published setting. If the player knows that his DM runs a Dragonlance, Dark Sun, Midnight or Hyborian campaign then they aren't entitled to a warforged monk. Can't accept it find another game.

There is a big difference between "some limits are necessary for consistency" and "every particular limit I have thought up is 100% necessary for consistency and cannot have any exceptions."

Having said that, the DM decides what is allowed and disallowed in his or her game. There is no struggle for control, there may be rational discussion and disagreement, but the DM is the final arbiter of what is exists in the world. The players have a right to come up with a character concept that fits in the setting. With rights come responsibilities. If the DMs obligation is to create a fun setting and guide a quality campaign for his players, then the player's have an obligation to respect his or er decisions and the integrity of the setting.

Or not play. And if the DM needs them to play, he'll bargain with them and suddenly he's not the final arbiter anymore. The struggle is begun once again.

On the DM's side, he's got the following leverage: his friendship with the player in question, other players who take his side, the ability to quit DMing and leave them without a game, and a social norm that gives DMs control over settings.

On the players side, they've got the following leverage: their friendship with the DM, other players who take his side, the ability to quit playing, and the ability to play disruptively just beneath the level at which they'd be ejected from the group.

Notice that the rules don't matter? What's the DM going to say?

"The rules say I'm in charge! ME! I'm in charge! Get back here! Where are you going? Don't get in that car and drive away! You HAVE to play! The rules say so! Why are you starting up your own gaming group next door? YOU CAN'T DO THAT! The rules put me in charge! I have the right to make these decisions! You have the right to obey! Get back here!"
 

Save or die is something I do find fun, whether it's a PC or NPC. I've got no problem with a BBEG going down in the first round. I also rather enjoy totally random PC death. There absolutely must be some way to get the player back into the action asap though. The old school method was to give each player four characters each. In 3e that's not really possible so you either need quick and easy rez or have a new PC pre-created and ready to roll. As a DM the one area I don't mind totally breaking verisimilitude is getting a player back into the game right away. The party could be in a dungeon no one knows about on another plane of existence, somehow the new PC will have found a way there.
 


On the halfling wielding an ogre's sword bit, I quite like the much despised 3.5 weapon sizing rules. They feel quite realistic without, imo, detracting anything from the game. That said I can see how they do screw over small-sized PCs quite a bit. Also the idea of a halfling wielding an ogre's dagger is a two-handed sword is really cool. Unfortunately almost impossible under the current rules as he'd be -4 to hit. I've changed my mind, maybe they are unfun after all.
 


Wait, "only have your character to worry about"? :):):):):):):):). I also have a job, a fiancee, bills, my homebrew worlds and smaller campaign settings, my cat, some historical reading, and a hotter-than-all-hell 9' by 9' custom-built Necromunda board (WiP) to worry about. Gaming is 5 hours a week, give or take, I get to sit down and play in the classic sense without worrying about getting to choose between a) fulfilling the campaign timeline and clash with the lich lord when he emerges from his sanctuary to finish the ritual or b) casting lightning bolt at all for the next six sessions, climactic fight included, because there's no goddamn amber in this part of the campaign world.

You can count nails and waterskins all you like, I seem to prefer counting apocalypses (apocalyptii?) averted and warlords humbled.
 

Raven Crowking said:
Wasn't this already addressed by a mod on this thread?
Yep. Said they didn't feel he's a troll. Which is what was said, in addition to pointing out the absurd and extreme hyperbole used to "sell" his point.

Color me confused this needed a going over.
 

Cadfan said:
Your argument would be stronger if it responded to mine instead of making things up and responding to them instead.
Such as?


Then require the archer to make an "appearance" of arrow collection. Whenever he's in town, he announces, "I'm going to buy more arrows," and tosses away a trivial handful of gold coins. That's exactly what the wizard does, if the wizard does anything at all, and the wizard doesn't even get charged a handful of gold coins.

Never said that couldn't be the case did I? In battle however, if you run out, you run out. I think 300 is a reasonable amount to assume for the guy and his magical quiver. When he creates a quiver of endless arrows we'll talk.

See? Verisimilitude gets its nod, and a 12th level archer doesn't have to count backwards from 300 just to know when its time to shell out 15 gp for 300 arrows.

I see and agree, but in battle there are no assumptions. You have 300 arrows for the fight and when you come back to town spend 15gp for some more. You can even fletch your own given the right skills.

Its not about how difficult it is in a vacuum, its about how difficult it is in comparison to what the game is getting out of it. We could track degradation of the fighter's sword, too. After 300 hits it starts needing repair work that costs about 15 gp. It wouldn't be difficult per se, but it would be annoying. There are a lot of things we could require players to account. Armor damage, caloric intake, fruit consumption tied to a rule that gives you scurvy if you eat nothing but iron rations for too long... just because we can count them doesn't meant that we should.

C'mon man, I'm talking about obvious expendables like arrows and spell componants, especially expensive componants. Versimilitude doesn't have to be completely simulationist just enough to allow for the suspension of disbelief. Anything more is usually unnecessary.



There's a difference between liking random saves, and liking random saves that you couldn't avoid taking and which force you to go play on the DM's xbox for the rest of the night if things go badly.

There is a difference between hating randomness, and hating extremely long shot randomness which, when it goes bad, kills (or long term disables) you instantly. People who want to avoid instant random death do not necessarily want to destroy all elements of randomness. This should be self evident.

:):):):):) happens and though I will try as DM to not have an encounter that slaughters you too I can't guarantee it, nor would I if I could. Sometimes a random save will kill you on a 1 even at high level. What do you suggest? No save or die effects? Automatic saves at a given level?

There is some level of chance and regrettably that can lead to PC death but just as likely it can add up to villian death. Every good sword cuts both ways. Adventure game require the risk inherent in facing off with powerful foes who can kill you and overcoming them, this is what seperates real heroes from the mooks, not just their stats and magic weapons


There is a big difference between "some limits are necessary for consistency" and "very particular limit I have thought up is 100% necessary for consistency and cannot have any exceptions."

Any setting I run has non-arbitrary limits built in so that the integrity of the setting is maintained. I don't make rules on whims either and make them with a purpose and that purpose is to make sure my campaign can maintain its feel for upwards of 15+yrs (the longest continuous campaign I've run) while allowing for player choice within the millieu.

If you are playing in Dragonlance campaign and you just love hobbit type halflings, the best I can do for you is a kender. You aren't getting a mutant hairy footed kender, you are getting a kender, maybe with oddly large feet for his size but he'll be wearing shoes unless he wants to really hurt his feet.

If you have your heart set on a psionicist in my Midnight campaign, you'll have to settle for someone with a heroic path allowing for some mentalist abilities, but that is it.

If you want a warforged monk in my homebrew setting, you maybe, just maybe going to be a one of a kind sentient construct and not part of a race of such beings. The monk may be doable so long as the "warforged" (renamed certainly) hails from a region with such skills. That's fair. Don't ask for another one if this one gets killed though, I'm reasonable but not some schmuck.

"The rules say I'm in charge! ME! I'm in charge! Get back here! Where are you going? Don't get in that car and drive away! You HAVE to play! The rules say so! Why are you starting up your own gaming group next door? YOU CAN'T DO THAT! The rules put me in charge! I have the right to make these decisions! You have the right to obey! Get back here!"

You are completely mischaracterizing me and setting up a straw man for you to knock over. I never indicated that I acted in such a manner and the above examples should demonstrate that. The rules put me in charge sure, but the setting determines what is allowed, and not just my fiat. My baseline is that I am lookig out for the whole campaign and the setting in which it functions and not merely the concerns of one player who may be focused on a temporary whim when I have to look at long term impact.

Also, why is it the DMs job to keep capitulating to player wants without the players having the responsibility to the setting and all the work the DM puts into it for all of their enjoyment? These situations always seem to indicate that the DM is to cave to the players...strange how that works isn't it?



Sundragon
 

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