I don't particularly disagree with any of that, except the "specific and limited" part. Any character can be played in this fashion, and any event can occur. I see no limits other than the processing power of the DM's brain. But no one ever said it was easy.
I'll try to rephrase that, since that's not what I meant by "specific and limited". Immersive play doesn't limit what sorts of situation you can explore, clearly. That is, in fact, a profound part of its draw ("I can imagine myself to be *anything*!").
What I meant was that the necessity for the whole group to be on board with the immersionist aim, and the necessity for considerable support from the GM for such play to be sustained, make it a style that is limited to specific groups who specifically set out for that style of play. It's something of a "fragile flower", and that tends to limit its prevalence (and, to some extent, its popularity, I think).
Now, is some other paradigm of gaming any easier, that's a question.
I can't say I've ever found shared narrative control easy, largely because of confusion and conflicting goals and roles. However, since I did not learn that way, I certainly allow the possibility that I am simply not very skilled at it.
Perhaps the main limitation for it is that it requires specific input from the players - a problem a little akin to that of immersionism, funnily enough! When I get a player group that really goes for it, I'll let you know how difficult it is to sustain ;-)
As a one-off, it's not that hard. More of a "knack" than a skill, I would say. But then my brain may just "get" it easily, I dunno.
Which to me is a problem. I don't characterize such fundamental divides as playstyle differences. They're really different games. To me, D&D or any other rpg has to have clear roles for the participants.
No, they're just styles. The Forge word "Agendas" I think fits very well. It's about what the players want to actually be doing while playing the game. And D&D is by no means limited to only one of them.
Thankfully 3e does that, and as a first generation gamer, I largely follow the books on this subject. That is, I learned Rule Zero by picking up a book and reading it. I don't think anyone who has the 3e books and can read could draw any other conclusion about this paradigm, and how it informs the entire system. Do other games, including other versions of D&D, specify differently, or not at all? Yes. If someone else wants to analyze that social contract that informs other versions of D&D, they are welcome to.
To my mind, building a game that supports a different role for the players (and whatever DM/GM/etc. is posited, if any) is fine, but requires a page 1 rewrite. Since 3e was built explicitly with the assumptions of a strict player/character bond and an omnipotent and interventionist DM, it seems that when people try to play it with a different social contract it sometimes does not work well. This could lead to lengthy discussions about how "balanced" the game is, but I think that's missing the point.
Other have said that you're overreaching, here, and I agree 100%. I played 3e/3.5 for several years (and ran some 3.5), and we did not infer anything like the playstyle you describe from the rulebooks we read.
Well, there is a reason why I'm running CoC right now. But it is CoC d20, and thus is in some sense part of the 3e family. 3e, as constituted, has a lot of unncessary baggage. Since most of us started with 2e, there is a nostalgia factor that keeps us engaged in things like classes and spells. Frankly, I'm beginning to look at this as a collective character flaw among my group (and probably not just my group).
Yeah, I'm wondering why you went with something that has levels and such rather than straight CoC, to be honest. Where you see Classes, Levels, hit points and so on as "unnecessary baggage" with D&D, I see them as the unique selling proposition of the system. If I want a more naturalistic, "human" feeling world with no classes, wounds that work more like they do on real bodies than they do on movie action heroes and world physics that look and feel more like the "real" world, I've got plenty of alternative systems that'll do that. I select D&D for pure escapist action movie fun.
To me, 5e ought to be exactly what I'm talking about, something fundamentally simpler and more generic.
Given what I just said, obviously I disagree. Why add to the pack of "sim" games when D&D is the only "escapist action fantasy" option out there that uses the artefacts of class, level and so on all in one package.
I don't see how any of this is at odds with immersion. In fact, I find that as a DM, focusing more in in-world phenomena and less on metagame agendas is very helpful to producing a naturalistic and emergent flow of events.
It's at odds because making an
emergent story happen (as opposed to driving the characters through a pre-envisioned story) requires applying pressure to see what emerges. Without metagame communication with the players, this is generally hard - you don't know where to apply that pressure to get the characters to respond in interesting ways. Without such understanding, the events you concoct to produce pressure can seem contrived, irritating and frustrating to the players.
Immersive sim generally works best if the pressure is low and the "story" fairly gentle. Plots are developed by dangling hooks and waiting for the players/characters to bite, then run a fairly pre-scripted course of events. Pushing hard for story runs a dire risk of breaking either the characters or the players' immersion.
Well, that's the box I was talking about. For example, all the talk of legislating in or out Save or Dies or other forms of quick and random high-lethality mechanics. It may be that some people really don't want these things and that there are very meaningful problems that can arise from their application, but legislating them out of the game removes reams of possibilities and completely changes the tactics. There are cases where getting what you want is not a good thing.
While I have no issues with SoD in general, I don't think its terribly helpful for D&D for a raft of reasons, not all of which can be "fixed". One is that only spellcasters tend to get access to SoD, which gives me believability issues when the world isn't simply run by spellcasters who kill (instantly) any threats to their rule. Another is that we enjoy level 1 to level 20-30 arcs, and those tend to be disrupted by SoD effects. A third is that SoD is generally toxic to dramatic play simply because it's anticlimactic.
In a sim game, though, SoD (or similar) can work fine. As an example, HârnMaster combat is such that an unlucky hit could decapitate your character; no comin' back from that one!
And indeed, that's part of getting emergent events. It's not only the DM that decides whether the character lives or dies, or even the player. It's the dice. That's pretty scary, but it is emergent.
It's certainly emergent, and I wouldn't rule out ever using SoD for gamist or emergent story games, but it can be anticlimactic and it can leave little room for player influence to make the most of dramatically escalating situations (which I realise is pretty much another way to say the same thing, but I still think it expands the explanation of what I'm trying to express).
To me, it's been a learning curve over the years with 3.5 revisionism. If I were starting again from scratch, I might start something else. But is there another system out there that's not only better for me than what I have right now but by enough to be worth making the transition? I'm skeptical of that.
Oh heck, I'm pretty sure that there are several systems that, for your apparent preferences, would be a much better starting place than D&D (any edition)! Just to think through a few:
- Savage Worlds: toolkit-type mechanics light system, maybe with a few features you'd need to remove (metagame mechanics).
- RuneQuest: no classes, no levels, variants on hit points that make them more like "meat". The main downside is probably the lack of D&D tropes in terms of spells, monsters and so on - but the latest edition is not tied to Glorantha (as the first two were).
- Bushido: very canny mix of limited levels (1-6 only) and 'classes' with skills and naturalistic development. Great for immersion, but the main disadvantage is it's tied to a medieval Japanese setting.
- DragonQuest: no relation to Runequest, has a wound/fatigue hit point system, skills by individual weapon/spell/skill group (no classes) and is easy to add D&D classic monsters and so on into (indeed, I did so back in the day - still have the records, if anyone's interested, but they're in an old exercise book...). Main disadvantage - it's OOP.
- The Pool: very light, very free-form, almost perfect for immersive play and free on the 'net (just Google it). Main disadvantage probably that no background material exists for it at all.
- HârnMaster: no classes, no levels, no hit points, very naturalistic game play (best I've ever experienced) but a bit rules heavy. Rather more gritty than D&D, although the magic can actually be very powerful (and as dangerous to the caster as to the target!). Very good for immersive play with a GM who knows the system; I once played over the 'net and even the fact of typing character dialogue didn't break immersion for at least two of us.
Of those, probably DragonQuest and HârnMaster I would see as the best options, but with work to convert "game artifacts" (spells, monsters, etc.) if those are important to you, systems like Traveller or Daredevils (which is a classless derivative of Bushido) would also work.
Oh, and Theatrix could work well, too, if you fancied/could psych yourself up to make the leap to diceless (as in "completely randomiser-less") gaming.
I would have hoped for 5e to be exactly that (and indeed I hoped for 4e to be that before its release), but I haven't seen my hopes fulfilled thus far.
Practically, I think you're bound to be disappointed because classes, levels, hit points as "dramatic pacing" and such are even more bound as tropes to D&D than Bigby's Hand spells and gelatinous cubes. Personally, I glad of this, since I have - after long resisting it - come to love D&D for just those "nonsensical" elements. I think it's the only game that really does them well, and I now have an edition that I think does them better than any other.
That's probably the best argument for balance that I've heard. Darwinism. People will naturally do the best things that they can do, and the ones that get the best results will keep doing it. If there was a type of magic that only ever produced cantrip-level effects, no one would learn it, because it would be a waste of time. So it follows the magic that does exist must be worth the effort and opportunity cost for at least some people.
I'm on board with that. I don't see people talking about balance much in practical terms like that though.
If you look at how 3e handles class balance, it makes perfect sense on the naturalistic level.
Does it really? that's not how I see it. From a naturalistic perspective I think 3e D&D worlds should be populated only by limited numbers of high level characters who eliminate any threats (read: low level characters) as soon as thay appear. The Knights of the Dinner Table may make mockery of PC parties laying waste to towns "because they can, and it's wise to leave no witnesses", but the only thing bothering me is why those towns haven't been wiped out long ago by other classed characters in the world. The life of low level adventurers should arguably be "training dungeons" provided by high level patrons who keep the other high level folk off them while they "grow" into high level folk themselves. The price is that they are beholden to these mentors and likely are magically bound to obey them forever...
I agree that it would be pretty radical.
I also think that it would be a good thing. If the books said right up front what the mechanics represented, it would sure solve a lot of arguments. Of course, it would also require things like having a health system that's defensible as a pure representation of the character's...well...health, and some completely separate mechanical system or systems that addressed all the other things that hit points can be taken to represent. It would be quite an endeavor, but it would provide us with a worthwhile reason to drop $100 or whatever for a new set of books.
Systems with no classes, no levels, in some cases no hit points (or "more realistic" hit point variants), no "armour class", no "Vancian" magic and more are pretty common. I mentioned a few above; here are more:
Ars Magica
Melee and Wizard
GURPS
(Mega)Traveller
Shadowrun
World of Darkness
Hillfolk
Archaeron Games System
Burning Wheel
The Riddle of Steel
Pendragon
Aftermath!
Fantasy Hero
Prince Valiant
Earthdawn
Skyrealms of Jorune
...and those jut the ones I own/have played and so know something of the system. Honestly, if this is what you want, just go get!
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