Oh, I think one criticism really is that simple. There’s often many other criticisms layered on top though.
I really don't think it is, but your lack of any support for the assertion doesn't suggest to me there's much point in discussing it further.
Oh, I think one criticism really is that simple. There’s often many other criticisms layered on top though.
In games like Fate or Cortex, however, conflict is conflict and all conflict risks taking you out of the scene. There may be different stess tracks - e.g., physical, mental, social, fear, exhausted, wealth, etc. - but the conflict resolution remains constant.
One example has already been given: gold for XP.Why do you need rules to implement goals and motivation? D&D has never really had that and in my experience has never needed it. Yes, in some editions we had the magic item bonus hamster wheel where they codified the "you need a +X weapon by level y" but other than that I don't see any way the rules can provide goals.
This claim isn't true of D&D in general. 4e D&D, for instance, treasure per level is specified via treasure parcels.How much treasure the PCs get is always in the hand of the DM.
The editions of D&D which I strongly associate with random treasure charts are the "classic" ones - Gygax's AD&D, B/X and similar. I don't see why following random treasure charts make treasure meaningless. As already noted by other posters, a principle function of treasure in those systems is to earn XP. This doesn't become meaningless because there is a luck/lottery element to how much treasure is found by the PCs on a given occasion.It's a case where if you follow the random treasure chart, you actually demotivate people because treasure becomes meaningless.
I don't know whether you use a lot of generic boring encounters in your RPGing; I try to avoid them in mine. I GMed a 4e campaign from level 1 to level 30 - the reward of gaining levels was both mechanical - increased character intricacy and depth - and "story" - the stakes in, and scope of, the fiction changed in the ways described in the "tiers of play" sections of the PHB and DMG.Gaining levels is only rewarding for some people, and only rewarding so long as it really means something. If you just level up and simply face more generic boring but more difficult encounters, what's the point?
Are you making an assertion about your tastes - in which case go with whatever floats your boat! - or about what D&D, or RPGs more generally, need? Clearly there have been D&D designers who thought the game would benefit from having structure outside the context of violent conflict resolution: Gygax's AD&D, for instance, provides structure around recruiting and retaining hirelings; around travel and encounters, including escape and avoidance, in both dungeons and wilderness; around the creation of holy water, scrolls, potions and other magic items; etc. And as well as these structures around action resolution, there are many structures around PC advancement, of which XP for gold is one.Or ... one aspect of the game needs more structure and a different aspect doesn't need that structure. Having that difference is part of the reason D&D works for me. I enjoy combat, but after a while having a fairly constrained system of conflict resolution gets old. Meanwhile the non-combat aspect of the game feels different and lets me stretch different mental gaming muscles. Having the two aspects of the game is a big benefit.
Some groups can focus on the combat if they want a relatively constrained system while those that like more free format immersion can focus on the RP aspects. We get the best of both worlds.
Let's take 4E's skill challenges as an example of how D&D tried to implement procedural approach to non-combat encounters.
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If someone came up with a solution that should have ended the challenge immediately, it still only counted as 1 success.
Reading these two posts together with what I've quoted above suggests that you are very familiar with the rules processes of D&D, relatively unfamiliar with other possibilities, and are generalising from that particular experience.I would have no clue how to run combat encounters without rules.
Okay. Do you want to discuss how very surprised I am by this response?I really don't think it is, but your lack of any support for the assertion doesn't suggest to me there's much point in discussing it further.
What part?I don't consider gaining levels alone to be a goal unless gaining levels allows you to achieve something you couldn't achieve before. If I gain a level and find that I'm still just walking around a plain vanilla dungeon fighting slightly stronger orcs, I don't consider it motivation. If I'm gaining levels it's so I can someday confront whatever BBEG destroyed my home city.
Of course leveling is part of the reward system
Huh? This depends entirely on the relationship between (i) gold typically accrued per time unit of play, (ii) XP earned for gold accrued, and (iii) XP required to gain a level. Any of those factors is amenable to being varied, and authors/designers like Gygax, Moldvay and Lewis Pulsipher expressly address this in their discussions of how to build dungeons and how to adjudicate play in this style of D&D.Getting gold for xp just speeds up leveling.
My post was not meant to condescend, but, rather, to supplement and expand upon your excellent post.I am well aware. I don't consider Fate or Cortex to really fit in the "traditional" mold any more.
Not sure I can be any clearer or how many times I have to repeat. XP, gold for XP or any variation therein is metagame motivation, it's motivation for the player not the character. When I DM I want the motivation for the player to be playing a game that they enjoy, I do that by creating motivations for the PC.One example has already been given: gold for XP.
Other examples, with different structures, come from 4e: players can author quests for their PCs, which then create an overarching framework for the GM to establish encounters; and players can indicate desires for magic items for their PCs, which the GM refers to in providing treasure parcels.
This claim isn't true of D&D in general. 4e D&D, for instance, treasure per level is specified via treasure parcels.
The editions of D&D which I strongly associate with random treasure charts are the "classic" ones - Gygax's AD&D, B/X and similar. I don't see why following random treasure charts make treasure meaningless. As already noted by other posters, a principle function of treasure in those systems is to earn XP. This doesn't become meaningless because there is a luck/lottery element to how much treasure is found by the PCs on a given occasion.
I don't know whether you use a lot of generic boring encounters in your RPGing; I try to avoid them in mine. I GMed a 4e campaign from level 1 to level 30 - the reward of gaining levels was both mechanical - increased character intricacy and depth - and "story" - the stakes in, and scope of, the fiction changed in the ways described in the "tiers of play" sections of the PHB and DMG.
Are you making an assertion about your tastes - in which case go with whatever floats your boat! - or about what D&D, or RPGs more generally, need? Clearly there have been D&D designers who thought the game would benefit from having structure outside the context of violent conflict resolution: Gygax's AD&D, for instance, provides structure around recruiting and retaining hirelings; around travel and encounters, including escape and avoidance, in both dungeons and wilderness; around the creation of holy water, scrolls, potions and other magic items; etc. And as well as these structures around action resolution, there are many structures around PC advancement, of which XP for gold is one.
Right. I discussed that structure. I didn't care for it.4e D&D creates structure - in the form of skill challenges - around non-combat conflict resolution. And also has structures around PC advancement, built around an interplay of XP-for-encounters (both combat and skill challenges), XP-for-quests, and treasure parcels per level.
So you have a more simplified set of rules. But you still have a set of rules.And there are RPGs which are much less structured than D&D in combat - the one I play most often is Prince Valiant, and it is extremely functional and a great RPG.
Reading these two posts together with what I've quoted above suggests that you are very familiar with the rules processes of D&D, relatively unfamiliar with other possibilities, and are generalising from that particular experience.
For instance, the way that you would run a combat encounter without D&D-like structure would simply be for players to declare actions like "I chop off the Orc's head!", set a DC, and call for a roll: just as you do when a player declares "I jump over the pit!" or "I ask the sentry to let us in!" There is nothing magical about violent conflict that demands different ways of establishing fiction from jumping over things or talking to people.
And the converse is the case for structured resolution of non-violent conflicts. Just as, in D&D combat, a brilliant plan ("I chop off the Orc's head!") typically requires multiple checks to be achieved, and the GM narrates consequences and reframes the situation to reflect that, the same is true in skill challenge adjudication (and similar adjudication in other systems). Or to put it another way: a solution that should end the challenge immediately only makes sense if we take it as given that the fictional parameters are fixed (eg the challenge is to get over the pit; no parameters are changing other than the fact of the pit; someone conjures up a plank using a Create Plank spell). But just as we don't do that for D&D combat (the parameters are changing all the time: NPCs move and manoeuvre and make their own attacks) so when using structured non-combat resolution that sort of assumption has to be abandoned.
There are endless actual play post on these boards that illustrate these points.
Gaining levels is a default goal of the game. Whether an individual cares about that goal or not will vary from person to person. That means that while gaining levels is a goal of the game, you personally don't see it as a goal, or when it is, it is secondary to other goals that you care about more.I don't consider gaining levels alone to be a goal unless gaining levels allows you to achieve something you couldn't achieve before. If I gain a level and find that I'm still just walking around a plain vanilla dungeon fighting slightly stronger orcs, I don't consider it motivation. If I'm gaining levels it's so I can someday confront whatever BBEG destroyed my home city.
Of course leveling is part of the reward system so let me say instead: "outside of leveling, there has been little motivation built into the game." Getting gold for xp just speeds up leveling.
It can be both XP for gold and about finding your brother's killer. These are not mutually exclusive ideas. The DM just has stuff along the way that involves you finding gold and magic items. Your brother's killer has minions with gold. He learns you are coming and sends hired ogre thugs to waylay you.Yeah, the XP for gold works because it makes it clear what the game is meant to be about. You're supposed to get gold.
If you want the game to be about finding your brother's killer, then maybe a game that rewards XP for gold isn't the best choice. Or else maybe it can be modified for that.
Well. @Imaro you called it.
Okay. Last week player ended up on the roof with the enemies long rifle and was going to use it to shoot some muscle the other players were engaged with. I ruled situation risky with normal effect. He rolled and got a 4. I had him take out the target but the strong recoil made him drop the gun and it fell off the roof.
The game didn’t tell me to pick that consequence. I could have picked lesser effect and have it take out the enemies left arm instead of kill him. Or have the recoil hit the pc so hard it caused harm. Or have the bullet go through and hit and harm his ally below. Or I could have had the pistol toting bad guy get a lucky shot off on him. Etc. Tons of options.
The game really doesn’t actually offer advice on which fiction to pick does it? If not, then I was absolutely correct.