Hmm. I can't remember the name of the guy... my mother frequently cites an early programmer who codified the idea that two programs with a 1% chance of crashing do not, together, have a 1% chance of crashing.
@JonathanHobbs I'm very much not a programmer, but the philosophy of programming is rather fascinating.
@Greg Of course, but it depends on the kind of experience you're looking for. There are thousands of RPGs and RPG variants out there. The most famous is probably Dungeons & Dragons.
It's got a lot of star power, and if you're looking for a group in your area that's the system they're most likely to be playing, but the entry-level learning curve can be rather steep and it doesn't cater to all the gamestyles people are interested in; it's fairly focused on physical combat.
Yeah, I've personally started using Fate recently--the "Core" version came out a couple months ago and is very cool for me because it supports the story-and-characters-before-physical-realism playstyle I enjoy.
@JonathanHobbs Sounds a lot like what I've heard called "the philosophy of polite programming."
@Greg I guess the fundamental issue to choosing a system is why a person is playing an RPG. Like a video game: you'd play Super Smash for very different reasons than you play Red Dead or Dear Esther.
And yeah, I thought of you when I finished reading that article. Now I found out you'd be interested in it 8)
@BESW Well, polite programming isn't what he's talking about, which gets at this: "A user interface is well-designed when the program behaves exactly how the user thought it would."
A program seizing the locus of control is fine as long as that's what you expect it to do. Microsoft Office software doing things unexpectedly is what is not fine about it.
@Greg One reason I suggest Fate is that it's free (and I really like it) but it's not representative of the "typical" RPG that people think of when they consider the medium; "traditional" RPGs systems have players who control their own character and a Game Master who controls everything else in the world.
Fate's GM is more like "first among equals" but everyone at the table as a hand in creating the world they play in.
@JonathanHobbs I guess my problem is when the program is opaque about it.
@Greg If you want to get a really simple introduction to RPGs, there are systems that work well in chat contexts; I could start a game of Roll for Shoes with you right now with minimal rules explanation, if I weren't waiting for a phone call and trying to figure out which of 50 near-identical pictures is the one I should send to my client.
@BESW Yes, that is a huge problem. In part because of this: in a system where there are no options, the program works in only one way. Introduce one option (on or off) and it works in two ways. Introduce a second on-or-off option and the program can work in four ways (on/on, on/off, off/off, off/on). Make one of those options have three settings (a, b or c) and the program now works in six ways.
Every time you introduce any option for how even minor features work, you exponentially increase the number of ways in which the program works, which leads to increased chances of bugs and failure, especially when your extensive user testing fails to cover all possibilities.
For some, it increases productivity because it is doing what they expect (or what they come to expect, at least, after learning that's the way the program works and come to accept it and work with it). For the people you work with: huge problem.
I have this question. I am not sure whether I should ask it all like this in one question, or split it into bits so the answers can go in-depth without being expected to respond to everything simultaneously (but then again, they won't be able to answer with the whole picture perhaps)
@JonathanHobbs I think the first part and the magic item drops are large enough to be separate. Note many of your answers will be "use 4e then, what's your problem." Which has some merit, we have used FATE aspects atop Pathfinder for this very reason
He can remove "fear of the unknown" because it is diametrically opposite from the FATE design philosophy to the point many will say that it's just not possible without throwing out what makes FATE FATE, which is a fine answer but may not help. The more you break this down into pieces the more likely you may get some help without people tossing out your whole concept, but of course that should be balanced against "too many questions"...
poweer/feature and dice rolls are technically separate but consumable as one.
"unknown in fate" is worth a question on its own but I'm telling you what the FATErs will answer which is "you're scuttling the planned use of the system by doing it"
So do 3 questions - "4e dial, powers and dice", "unknown in FATE"(doesn't need much of the 4e preamble except maybe to say you're trying to emulate that trad-game feel), "4e dial, magic/drops"
@BESW yeah, but per that it's more profound really. "hiding" stuff is not done in FATE because the whole stance is author stance, engaging with the story and not the character per se.
It's worth a pretty in depth thoughtful discussion, if you can provoke one
I'm afraid the answers are going to default to "Fate is about story, stop worrying about mechanics," which is what I get most of the time when I try to ask about how the mechanics can support the narrative.
It's very frustrating to ask "I don't know how to do this instinctively yet, how can the mechanics help?" and the answer is "Lol, just do it."
BESW has been considering posting a meta question on the general attitude that's frequently evident in those sorts of responses ("it's about the story, don't worry about the mechanics") which used to come up in every single question that ever asked about rules and fate in the same breath. Currently it seems to be the case people are no longer doing that.
There was previously a condescending attitude that came out in Fate mechanics answers that if you were asking about rules stuff, you probably didn't understand Fate and needed to be lectured on the basic foundations of the system.
Eh. Meta questions about "people are acting like goons" seldom have any useful effect - it just moves the war there, and regardless of how the voting comes out on the meta it isn't really enforceable
Otherwise there would be a meta on "why do people misbehave so much when talking about monks"
If it continues, I'd want to frame the question more productively, because I've seen it in a few other systems, too: Generic system explanations in place of answers to the specific question.
Always welcome to do it, just wonder what "answer" you envision that would improve things
@BESW Yeah that's a good point, but I think they might (and sometimes fairly) say that many questions are invalid because they don't understand the fundamental frame. Sim in FATE, roleplaying in 4e, you know... :-)
I'd be interested in opening a discussion about what we should do when posters don't seem to have a basic grasp of the topic they're asking about. Because it DOES happen, but it's being ASSUMED more often than it actually happens.
So I think there could be a discussion about constructive responses when we THINK it's happening, but I'm waiting for another spate of such activity: it'd be silly to open up a meta question about history.
@mxyzplk Somehow, it needs to not be a thing. It's disruptive. I am genuinely afraid to ask certain Fate questions because I fear just receiving answers from people who assume I don't know anything. I understand the system. I would like to explore the possibilities. I do not need to be lectured about how it works, much like I do not need to have the d20 mechanic of rolling it then adding a modifier and comparing to a DC to see if you win explained each time I ask a weird D&D question.
Case in point: This one.
Productive, healthy, nontoxic Fate community we have not.
"There are many different tastes in games and different kinds of playstyle. All styles are welcome here, but attacking others' styles as wrong is not. As a rule, answer questions in the style they were asked - telling someone "they are playing wrong" is usually unwelcome and not constructive."
in the faq
but with this new Help Center crap no one can find/read it I'm sure
@JonathanHobbs Yeah, I had a question that basically said "DFRPG suggests my group make some decisions about the gameplay before we start; I'm new to this kind of gaming paradigm, so can you help me figure out what kind of decisions we should talk about?" and the answer was basically "Mechanics are bad."
It's always OK to proactively say "I don't want this answer" in your question. People may or may not respect it but it helps people vote 'em down if they're not super justified.
I consider it vitally important that I am able to ask unusual things about Fate, and expect that I will not receive responses from people thinking I don't understand the system I am talking about at all and need it re-explained to me and then to be told not to do what I'm trying to do. I should be able to comfortably expect people to go "Huh, that sure is strange. Let's see here..." and then respond with unusual answers followed by "I wonder how that would work out. Let me know how it goes!"
@JonathanHobbs I don't know if it'd be more or less productive to generalize the issue from being a Fate problem to being a "press here for condescending lecture" problem.
right, you'll want to think about what could actually help and then tune the question to fit. many people don't read meta and so will go on with the gooniness regardless unless the answer is a suggestion for something that'll help (like the pro format sysrec comment is a specific implementation of our sysrec policy that even the uninformed can see)
Did you both decide "How should we respond when the question is unusual / the asker seems to not understand the system / something" would be decently constructive?
In last weeks Dresden Files game, the players followed the bad guy using a tracking spell, and found him in the projects at an apartment that they knew little about. Seeing his car, they decided to set it aflame to get him out of the apartment (and to identify it).
The wizard's spell was a bit ...
In the Dresden Files game I'm in, the game master never tells us the target numbers for thaumaturgy spells and skill rolls. We roll, he tells us whether we succeeded, life goes on. I've heard this isn't encouraged for Dresden Files, but this is par for the course for me; my background is largely D&...
What about your desired aspect concealment doesn't get covered by p79?
because this might be stronger if you say "This aspect thing is covered by page 79, but I can't figure out the the skills/consequences thing; can I get help with that?"
@JonathanHobbs Yes. Two, in fact.
Dropped in a contrariwise for ya.
Several at this place are becoming attached to the outside world by having telephones put in their houses. KY1910
So, if I have a question such that I feel the site might want to respond to its context rather than its content (IE, answers about how I'm not using the right system for the gamestyle I'm trying for, when the whole point of the question is how to make those two things work together)...
...do you think it's better to include a bit saying "please don't do this," or to assume good faith despite previous (more than a couple months ago) activity that caused me to suspect this response in the first place?
On the one hand, it seems like the site's better able to handle a few off-color answers than it is able to handle a few ruffled feathers.
On the other hand, it seems dishonest to NOT speak up when that kind of behavior is expected.
@BESW I think articulating that you know it's a mismatch and want to make it work anyway would go a long way.
I recall some questions on 4e where the asker clearly approached it with simulationist ideas of previous editions, and I answered them with "you shouldn't be doing it, but here's how you might come close". If you acknowledge the fact that the system is not designed for this, you reduce the need for "you're doing it wrong"
And after that you can downvote the answers that ignore this :)
So, not "don't tell me it's wrong", but "I know it's unusual, but I still want it". That'd be my take.
Another thing to consider in D&D mysteries are spells/rituals. Magic can be used to speak with dead, see what happened in a location at a given time, scry on the owner of an object, etc. You'd need to either design your mystery with their use specifically in mind (PCs have to speak with the corpse to get a clue - but what happens if they don't?), or to ban them (which rather ruins the whole point of having those things).
Well, here's a story I ran with moderate success. An important person has been killed, and the party has to investigate. Their room has been shielded from any divination for privacy reasons, which makes it tougher. The suspects are the ones who stand something to gain. As PCs investigate, they see that everyone's being dodgy, everyone has a motive and an opportunity. That's because every single one of them has tried to assassinate the victim, and they all think they succeeded.
I heard about a king that asks help from the PCs to get rid of an evil wizard, but in the end the wizard was working for the king so that the king could apply new taxes and incomes and pin them on the problems the wiz was causing, when in reality he was keeping the new taxes for himself and a little profit for the wiz
In traditional games such as D&D, the mechanics of the NPCs you face are generally an unknown quantity. The players and the characters only have a rough idea of what an NPC is capable of, based on what they’ve already seen - ultimately, a player does not know much about his or her adversaries. Th...
While your title asks about 4-hooved creatures only, the question you made refers to centaurs.
The first points of my list specifically address the benefits and disadvantaged of being a quadruped and of having hooves, it then goes on with the implications of being a large size creature and specif...
So you either get all the benefits of being a centaur and also get some affordable armor or you go with the system balance that says you have to pay a lot more as a fee for being this cool.
D&D just kinda makes it hard to be nonstandard and cool race-wise.
@JonathanHobbs Hence "Level Adjustment" in 3.x. It's very much a tax for being weirder. And they really overestimate the value of some abilities vs. just having another character level.
Generally I don't like players being too-weird things in D&D because I feel like most games of it I've played don't really explore being a weird thing too well. At which point it's kinda like you're playing a human in a Halloween costume anyway.
Like, there's not that much room to make a party-based adventure game really about your centaur culture or whatever. Just on the basis of it mostly being a game about an adventuring party. You can bring it in peripherally, of course. But not super-satisfying.
@Zachiel But it's less of a headache, at least. Also we're kinda used to "people in funny makeup save the world" as how these things can just, go. Whereas I find it jarring to have a centaur do classic-fantasy stuff because of how often it seems I have to ignore his centaur-ness. This is less the case for, say, an elf.
I find it really hard to play elves. What are they doing in the campaign? Why should they care? Elves should show up for defeating demon armies and the like!
@Zachiel The "Why aren't these elves as SRS BSNS as Lord of the Rings?" problem?
I feel like if you want a LotR-ish long-lived elven sensibility in a game that doesn't revolve around elves, you really have to throw them into decline. Why are they here among these other, short-lived people? Because there is nothing else left for them. And it drives a lot of grief and pain.
@Zachiel That's a printing error? There's an answer somewhere about a mole-race which gets +4s and +8's to almost all attributes for LA 2 or 3
I am probably misremembering those details but the general idea is there ^
@AlexP So what? There's not much room to explore the dwarf and the kobold in the party either really. That isn't required to let the player play a centaur.
@JonathanHobbs At least with the dwarf I'm not constantly having to mentally paper over the fact that he can't, like, FIT places.
Also kobolds annoy me just like the other D&D small races annoy me. I feel like the game's kinda relying on you to forget a halfling (in later iterations) isn't just hobbit-sized but a freakin' small child.
Personally I have always been attracted to the idea of playing a Warforged (except for huge LA). Character background exploration? Not necessary. Civilisation? Doesn't exist, don't care. Just want to explore being a Warforged in whatever we do. Maybe get my Warforged's chassis modified to store hidden weapons.
@BESW Mostly the latter for me. I like my interpretation of Warforged.
Even though it's pretty much the same thing. I just want to be my kind of Warforged.
Oh, that's what you mean.
@Zachiel They're a tool to use as appropriate. I have elves in my campaign which are very much long-lived and very much a part of the events with a reason to be there. They could be another race instead, but I went with elves. They work. They have reasons to care about the present moment, etc.
@JonathanHobbs Whatever it might be. But the more "monstrous" you go, the more you've got beings whose lives are likely to be dramatically different from human ones, especially in a more conventional-type fantasy setting (big asterisk here). The "humans in funny makeup" is already kinda stilted and frustrating for me, so adding "human in a horse costume except he took the mask off" sometimes feels like a bridge too far.
The big asterisk: it might work in the hyper-cosmopolitan "we're more like an augmented future than the middle ages" kind of setting.
@AlexP Why does that require any extraneous effort on your part? It doesn't call for anything like what you mentioned earlier - making the game about your centaur culture, or whatever. You don't have the job of exploring the consequences. The player does. Put the party through situations, have NPCs react to "oh my it's a centaur" if you so please. Let the player explore what it's like being a centaur in those situations other people go through.
Those don't have to be "so we have a centaur in the party and we're gonna explore that" situations; they can just be "so there is a ruined castle and you're going to go pillage it and kill some orcs" situations.
Maybe we have a very different approach to playing or DMing or world creation but I don't see why introducing a strange character suddenly should become a big deal and how if massive exploration of that character cannot be done on a world level it would be perceived as a waste.
I don't pick playing, say, a pixie, so that the GM will spin entire stories around my pixieness and possibly pixie culture and the pixie kingdom. I just want to play a dang pixie, and play through the fun stuff I would otherwise. I never need to formally meet and greet another pixie for the duration of the campaign.
My GMing expectations are that I don't really care about the world. It's a background for the fiction. I don't at all own that fictions, since we're creating that together in play. But if all that having a centaur as the protagonist adds is "Also he was a centaur!" every 20 minutes, that seems like a pointless diversion.
... and I'm really not sure why you see it like that. I can get you're not particularly interested in playing any sort of fancy creature yourself but it's really not about that.
I have a friend who chose to play a Goliath since it fits and supports the character he wants to play very well. Goliaths have a world view that life is a grand competition. He could be a human from some culture that has that world view, but he picked a Goliath because he could. It isn't "oh and he's a goliath!" every 20 minutes, it's him roleplaying his character as competitive throughout.
Another friend chose to play a dragonborn, and just plays his character with nothing in particular about being a dragonborn, so far. That's fine. For him, he's a dragonborn and he enjoys that. Nothing wrong with that any more than, say: "But this human is asian! Shouldn't they be roleplaying being asian?" No they can just roleplay being a person, and if they enjoy who their character is that's fine.
Then... well, it isn't.
I ... don't really know what to say at this point really.
@JonathanHobbs I do think there's a value in this, which is that the nicely-packaged races in the books serve as a substitute for murky setting development. Like big setting chunks you can kitbash together easily.
Especially as big setting chunks that can be brought in and shaped by the players, in an otherwise pretty GM-centric framework.
Species substituting for ethnic groups is kind of ugly when you drill down into it, though, in my opinion. Which is why I don't really like the comparison to being Asian.
I'm not trying to substitute species for ethnic groups, but it's the most useful plain comparison I can draw here. Playing an Asian human doesn't mean you have to be a different kind of person or do anything special or Be Asian all the time - that is silly. You're just a human, and you can play as such, unless it's important to play otherwise.
Similarly, nothing wrong with playing a dragonborn who is just a person.
I'm imagining an in-world conversation: "You don't seem like a normal dragonborn to me. Shouldn't you be doing, like, dragonborny things?" "Like what? Asking stupid questions too?"
(Dragonborn then returns to whatever it was he was doing.)
Hmm... Okay, there it is, I think: I despise fantasy "races" as a stand-in for, well, race. I understand that this is a really thoroughly-established trope, though. I'd much prefer something like, say, Love Is the Plan the Plan Is Death. But "Let's play every weird thing under the sun just like we play elves!" seems backwards to me. I'd rather not even play elves like the game pretty much expects you to play elves.
@JonathanHobbs I actually like dragonborn, paradoxically. Because I think they're on just barely on the right side of that, and D&D kinda desperately needed more dragons.
@AlexP It sounds like you feel that the less a fantasy "race" shares common physical characteristics with humans (like life span), the more inhuman its psyche must be.
@JonathanHobbs It sounds like you're running with the idea that all sentient life --at least, within reason-- is probably similar in its a fundamental psychological makeup.
@BESW Not all, but if a player decides a dragonborn doesn't have to behave a particular way that's fine. Illithids, though, do have certain ways they should be behaving and an Illithid who just goes about regular person business and is a gentleman and so on would be weird.
So, in a D&D-ish context, I like like dragonborn, tieflings, and warforged more than elves. I think they all manage to do a better job of being the right blend of human and not. Partly because their backgrounds are connected to humans (well, I don't remember what the actual DB background is).
Personally, I find that there's value both in stretching the bounds of the psyche we can understand by exploring inhuman mindsets, and in using surrogates that exaggerate elements of our own experience in order to examine ourselves at arm's length.
And if you want to just be an extra-strong guy and the mechanics say that means you're a goliath, that's cool too.
Ditto how characters that fly (especially in a typically bird-like way, not just pixie/hummingbirding around) just seem way too annoying mechanically to be worth playing in a 3.x-like "lots of rules and super-specific positioning" kind of game.
@shatterspike1 Essentially, you cannot attack a [Flying] creature with [Melee] attacks, and they cannot attack you with [Melee] attacks unless either A. both of you are [Flying] or B. neither of you are actively [Flying]
Yep. [Burrowing] is the opposite - you can only attack a [Burrowing] creature in [Melee] unless A. both of you are currently [Burrowing] or B. neither of you are currently [Burrowing]