Why we like plot: Our Job as DMs

Ok, let me rephrase then.

Is the WEG Star Wars game an RPG? After all, it was right in the rules you couldn't kill certain characters, they had Plot Immunity.

Are the original Dragonlance modules RPG's? You could not die in the early modules, named PC's and NPC's had plot immunity and the DM was required to provide reasons why they didn't die before certain points.

I'm quite sure there are others as well.
 

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Ok, let me rephrase then.

Is the WEG Star Wars game an RPG? After all, it was right in the rules you couldn't kill certain characters, they had Plot Immunity.

I can't speak to this, as I don't have the game and never played it.

Are the original Dragonlance modules RPG's? You could not die in the early modules, named PC's and NPC's had plot immunity and the DM was required to provide reasons why they didn't die before certain points.

Yes, but they are crappy ones, and this is one of the reasons why.

You CAN have plot immunity and unkillable pcs, but some people won't enjoy that at all. Some will- some people LURVE the original Dragonlance stuff- but some won't.
 

I did find this:

The Star Wars Roleplaying Game said:
If the players want their characters to go somewhere, you have to tell them what they find there--or come up with a good story reason why they can't go there. - p.71

So at least in the main, the rules seem to be endorsing the right to make choices and the responsibility of the GM to adjudicate them.
 

That sounds like a potentially interesting exercise. However, here's the thing: If the Batman is not permitted to die, that either constrains Batman's potential actions or the Joker's permitted responses, probably both.
He can be permitted to die. But it's not the game rules to decide that. It's the player. "No, I don't allow the Joker to activate the remote trigger and kill the people in the bus. I jump forward and activate the explosives I use to destroy windows and walls, hoping to take him with me."

But no rule that leads to: "Oh, the Joker hits you for 25 points of damage!" "That brings me down to negative -11! I am dead!"
 

He can be permitted to die. But it's not the game rules to decide that. It's the player. "No, I don't allow the Joker to activate the remote trigger and kill the people in the bus. I jump forward and activate the explosives I use to destroy windows and walls, hoping to take him with me."

But no rule that leads to: "Oh, the Joker hits you for 25 points of damage!" "That brings me down to negative -11! I am dead!"

Either is a valid RPG design. Whether you use raw numbers of a sense of the dramatic, however, it is the GM's job to provide reality. In the old Marvel Super Heroes game, you could stabilize any character from dying by checking on them. Losing your Health from a deadly source could only cause you start dying, never to be dead outright. Thus, Aunt May could fall of the Empire State Building, and provided someone took her pulse that round, she would live. It's up to the GM to decide whether that makes any sense, whether Rule Zero needs to be invoked for the integrity of the game. On the one hand, she is probably a pancake. On the other hand, it's Aunt May.
 

Knowing that you will beat the Joker isn't going to negate the chance of having a game. It negates the chance of having the kind of game you want to play, maybe, but, not the chance of having a game.

Yes, but you are ignoring what I am saying in order to make your point. The focus of the game can be on whatever you like, but some level of unknown variables are required to make that focus a game (rather than storytelling).

If I want my game to be about what choices the player has to make between various sacrifices in order to defeat the Joker, then that's my game. I could totally see a game focusing on the sacrifices the Batman is forced to choose between.

Me too, but les us examine:

Does he use deadly force, thus sacrificing his humanity?

What would Batman's motive be in using deadly force, if he knows that he will win if he does not use deadly force?

Does he sacrifice an innocent bystander?

What would Batman's motive be in sacrificing an innocent bystander, if he knows that he will win if he does not sacrifice an innocent bystander?

Does he give up a love interest?

What would Batman's motive be in giving up a love interest, if he knows that he will win if he does not give up a love interest?

Does he give up something else of importance?

What would Batman's motive be in giving up anything, if he knows that he will win if he does not give up anything?

Neither you nor I need to be interested in the finale; my point has nothing to do with being interested in the finale. It has to do with the logical prerequisites to the questions above having meaning. Even within the frame of a story, the questions have meaning because, although the reader knows Batman will win, Batman does not.

Within the context of a game where a player takes Batman's POV, the uncertainty about what parameters allow him to succeed gives meaning to the questions asked above.

As an obvious example, sacrificing an innocent now might make it easier to stop the Joker sooner, saving more innocents in the long run. If Batman knows what will happen in either direction (sacrifice/don't sacrifice), then there is no game -- there is only a math problem or a moral question to be answered.

In fact, allowing Batman to know the answer aforehand removes all possibility of really exploring the question, as it absolves Batman of the possibility of accidently making a wrong choice. It is necessary for Batman to be able to choose to commit murder, without that murder being of any actual help, that raises the stakes of the question from a theoretical non-game on/off switch to something that can lead to actual exploration and poignent roleplaying.

Even a game that allows the players to choose the stakes they are gambling with (is this scene worth potentially dying for?) are founded upon the principle that the unknown variables create the tension required for the activity to be a game. Not raising the stakes might mean losing, after all, and that is what makes raising or not raising the stakes into an actual (rather than an illusory) choice.

Were I to design a computer chess simulator which always made the same moves in the same order, as soon as the human player became aware of the lack of variables, it would cease to be a game. Which is why a choose-your-own-adventure book doesn't lead to unlimited RPG satisfaction.


RC
 
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He can be permitted to die. But it's not the game rules to decide that. It's the player. "No, I don't allow the Joker to activate the remote trigger and kill the people in the bus. I jump forward and activate the explosives I use to destroy windows and walls, hoping to take him with me."

But no rule that leads to: "Oh, the Joker hits you for 25 points of damage!" "That brings me down to negative -11! I am dead!"


It is the words "hoping to take him with me" that make this a game. Otherwise ("taking him with me"), it is collaborative storytelling.
 

What I call "storytelling RPGs," like Vampire or most heavily rule-zeroed games, are distinct from "fantasy wargames" like traditional D&D or Champions. One emphasizes poetric tropes, the other realistical resolution.
Vampire's rules are simulationist. Although it bills itself as a storytelling game, the storytelling isn't supported by the rules. This is the Forge's big bone of contention with the game. It's not even particularly rules light imo.

I'd say Champions rules are less realistic, more about simulating fictional tropes, than those of Vampire. Soliloquoy takes no time, big knockbacks, non-linear strength charts allowing PCs to lift aircraft carriers relatively easily. Sure, most of the rules try to simulate what would happen if super-powers were real, but there are some that don't. I don't see any fiction simulation in Vampire. The game is pretentious and tries to fool you with its quotes from Aristotle and Vaclav Havel, but when you strip that away you're left with something not that different from D&D. It's just that it's 'kill things and diablerise them' instead of 'kill things and take their stuff'. There's even alignments (demeanor/nature) and classes, sort of (clans).

What's 'traditional D&D' btw? I can see AD&D as being similar to Champions, at least in terms of its rules heaviness, but OD&D and B/X are heavily rule zeroed. They have to be, the rules that there are being so sparse.
 

There are two ways to approach the Batman problem:

Approach 1: Batman wins because his player is very shrewd and skillful; he makes excellent choices in every relevant sphere (problem solving, tactics, interaction, etc.). The player has built Batman up to a powerful level and he is always on his game. The game tests the skill of Batman's player, and he is never found wanting... he is a top notch player.

Approach 2: Batman wins because his name is "Batman". Even an absolute n00b to the game will always win with Batman, because Batman has the "I Win" skill with infinity ranks in it. The choices in the game, if any, do not determine victory (a foregone conclusion), but only what happens on the way to that inevitable victory.

Approach 1 is about excellence. Batman is excellent and I want to be excellent too; the game gives me a chance to develop and show off excellence. It is like a sport.

Approach 2 is about wish fulfillment. Batman is excellent and I want to be Batman; the game gives me a chance to pretend to be excellent whether or not I am personally able to make excellent decisions in any sphere at all. It is like a daydream.
 

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