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03:12
@BrianBallsun-Stanton: personally, I thought the comment was more appropriate, and don't particularly think my answer is better than yours. I was just pointing out that "unless you build for it" means pretty much only "if you're an Apostle of Peace."
03:51
@KRyan Yeah. It's not so much that it's "better" is that it's "unique enough to present its own opinion"
and I think your answer is a valuable contribution to the thread
I look at the literature, you look at the theory. They're complimentary
 
1 hour later…
05:05
@BrianBallsun-Stanton: question, how would you feel, from a design perspective, about a game that had rules-heavy, mechanical combat a la D&D, but narrativist, rules-light non-combat skills and social encounters, a la FATE?
ummm
it would be an interesting challenge to make
the argument being made to me is that D&D and similar tend to handle things outside of combat terribly (which I agree with)
and games like FATE handle non-combat in really quite awesome ways (which I also agree with)
but I feel like marrying the two is mixing your metaphors and leads to a really inconsistent game
 
2 hours later…
06:48
@KRyan I'm not Brian, but I'd be very tempted to just apply the skills and social encounter rules for combat as well. It would, if nothing else, vastly speed up the resolution of combat encounters.
 
2 hours later…
08:30
@Zach Great answer on the VoP question :)
It elaborated on a lot of aspects not commonly touched upon in optimization
All of them related to Vow of Poverty
Yes, indeed. I've seen VoP used in exactly that way (a druid that also used the variants that granted it monk and ranger features), and it was overpowered just as Zach described.
@BESW What I loved the most about the answer was that I could relate it to my own play experience
Not VoP, but in a 4e game where one character made the most annoying tank later
Due to errata, his build is no longer viable though
He wasn't unkillable, but he could tank so darn well, that everyone else just needed to focus on healing or damage
it was a four man group
And he almost exclusively used an at-will power!
Thunderwave...
To knock down all opponents every frickin' turn
Heh. I'm reminded of the player who had terrible luck with d20s, and so I built him a PC who instead spent ALL his attacks granting his allies basic attacks as free actions. Alone he couldn't kill a fly, but with a party that had even a little basic-attack optimisation...
yeah...
In the same group, a ranger who did no damage, but immobilized, knocked prone, slowed, and prevented teleportation with every attack.
08:43
Reminds me of a battlemech I made once. Good armour (maxed out for a medium-sized one), nearly impossible to hit due to very high movement and jump jets (something like 7/11/7), and just a bunch of small and medium pulse lasers as weapon, just enough to be able to fire them all, jump max distance and still not overheat. If you ignore him, he'll jump in your back and crit you to death. If you attack him, you'll waste lots of time and ammo on lousy chances to hit, if any.
So, yeah. All the +1s for bringing non-standard optimization strategies to peoples' attention.
08:54
@Undreren I have very little experience with tanks in 4e, as one player has run the same PC for the entire time of play: a hammer-and-shield fighter whose every hit (including OAs and combat challenge attacks) pushes at least 7 squares and slows the target. He doesn't get hit as much as a tank is expected to, but neither does anyone else.
@BESW This guy has to be fun to play near cliffs or on castle walls. :)
Yes. I love giving the party neutral terrain that starts out offering advantage to the NPCs, but the PCs can turn to their advantage.
We had a miniboss that spent the first three turns of combat clinging to the edge of a cliff before finally failing his save and falling... and then spent the next three rounds climbing back up while the party pushed his friends off too.
It wasn't the fight I'd hoped for, but it was still very satisfying, so that's a win.
@BESW lol, sounds very satisfying to the players. I would be disappointed as a GM though. It would probably not be the epic battle i envisioned...
Eh, it was part of a gauntlet of minibosses leading up to a main boss, so it wasn't as anticlimactic as it could have been.
@BESW about same concept I guess... My players tank could knockdown-then-teleport a fair number of times in the battle. Knocking an enemy down is the same as granting CA and taken their Move Action away
So, combat was really static, at least for the monsters. And not very fun to run as a GM
@BESW Then no worries ;)
09:06
Yeah, the immobilize guy eventually retired his character semi-voluntarily after seeing that it made combat boring for everyone except him.
Whereas the push tank kept everything more dynamic by making sure the fights moved all over the map.
I'm always on the lookout for interesting terrain/features, because my players have PCs with diverse movement options.
I didn't like the loot system in neither 4e nor 3.5
too strict, too mechanical
It was what ruined my experience the most as a GM
I hated just giving players the exact things they wanted, seemed to stiff and unnatural
On the contrary, I didn't want to give them things they couldn't use
In 3.5 I found that if I gave each NPC roughly the GP worth of loot an NPC of its level should have according to the DMG, my party kept reasonably close to parity. But that may have to do with my party's loot tactics at the time.
In 4e I usually drop generic "at least two of you would find this useful" items, maybe one custom item per level, and expect the party to use its resources to get things it particularly wants.
Due to time constraints/burnout, I'm about to ask the players to take over the loot in our 4e campaign. I'll tell them "an item of this level/rarity drops," and they decide what it is.
I just gave them the gold value of items they should have
Then they could buy what they wanted
That's good too. I guess I'm just cutting out the middleman, because we wind up spending three levels at a time away from vendors.
09:23
I started the campaign out by asking what the players wanted to play
They wanted to be part of a rebel factions that tried to regain control of their kingdom, which was usurped by a Lich Lord
So naturally, we started with a story arch where the players tried to capture a key city, in control of a noble, who they believed to be a vampire
The vampire was a staunch supporter of the Lich
It was actually pretty fun
Cool!
I'm currently running a campaign (more than a year now) set in the far past during the war between the tiefling and dragonborn empires. The party is an Impossible Missions Force style team on the side of the dragonborn, and there's some Far Realm shenanigans that only the party is really noticing because everyone else is too busy with the war.
Acererak is in there too, because every campaign I've ever run has a lich somewhere regardless of if I originally intended there to be. I think it's a subconscious tic or something.
@Undreren Did the noble turn out to actually be a vampire?
09:40
@Undreren Adding as a GM "... which was usurped by a Lich Lord with a hatred for the whole 'noblesse' thing, but enough wisdom to not get rid of them alltogether, but instead try to manipulate them into recreating the kingdom into something totally radical and different: a parliamentary democracy. At which point he'd retire, if it wasn't for the meddling of those pesky PCs ...."
@MartinSojka Nice.
Well, I prefer to give the NPCs a bit more motivation than "Power! Money!" and a bit more diverse goals to go along with that, if only for flavour. :)
@MartinSojka Agreed. My players have gotten to the point of being suspicious of any villain who gives those as his motives.
Example: the tiefling empire's stated goal is world domination, but their actual goal is eternal warfare because their economy is war-based and war is the only way they can fulfill the diabolic pacts sustaining their power base without cannibalizing their own citizens.
@BESW So, kinda like the Aztec Empire.
(That's why the devils made the original tiefling pacts: either they get the entire world embroiled in eternal warfare, or the world falls apart economically and socially if warfare ever stops because Bael Turath finally won.)
@MartinSojka Kind of, except the rites are actually fueling pacts that keep their farms producing without lying fallow, and holding seas back to provide more land to the empire, and so forth. Failure to follow through on pacts would literally destroy the empire.
Bael Turath's propaganda of superiority is disguising a rising desperation: they can't stop fighting, and the only nation left to fight is an equally powerful empire.
09:55
This allows the PCs to step into the role of Hernán Cortés though, including very much the same strategy (showing their superior fighting prowess to the unhappy vassals of the empire, leading an uprising which brings it down). :)
The war between Bael Turath and Arkhosia is historically a tragic one: both fall, having been forced into terrible choices in the ending days of the war.
On a smaller level of realistic motives for antagonists, I recently had the party put down a rebellion that had legitimate grievances the party agreed with, but the party felt it would be an Archduke Ferdinand situation if allowed to continue.
@MartinSojka Yeah, the party's role in the war is actually to do the terrible things that an empire of Bahamut can't have its publicly-acknowledged soldiers do, but which are necessary in war. This helps justify the vicious nature of D&D groups within the structure of serving a lawful good empire.
(Complete with "If you are captured we will deny all knowledge of your actions.")
@BESW Yes, but game broke down
@Undreren Aw. That's always sad.
life intervened, so they never actually defeated him, but they drove him away
I'm desperately trying to finish this campaign before half the party leaves the island.
10:03
I made a Solo Monster for the campaign, what I called a "Siege Troll"
@Undreren That... sounds awesome.
It was a Huge Sized troll that was catapulted over the walls, into the city after the players claimed it. Some orc wanted to take the city
Regeneration makes them valuable assets in war ;)
And omg, it was destructive
THIS. I WANT THIS IN MY CAMPAIGN.
The players had to get rid of it before it tore the city apart. It would have murdered thousands of civilians and uncountable soldiers if not for the players
It shall be a monstrous flesh-construct from the Blood Labyrinth of House Kahlir.
10:07
Afterwards, they strode into battle, guiding a diversion so that they themselves could bring the fight to the orc chieftail and his elite retinue
It was glorious
The chieftain rode a wyvern that the ranger actually shot down in two turns, lol
Narratively, the purpose of flying mounts is to be shot out from under their riders.
Yeah, we're coming up on epic level and the end of the war, so I want all kinds of terrible Geneva-Convention-violating war machines and spells on both sides.
You probably mean Hague Conventions, unless you have lots of weapon testing done on prisoners of war.
@MartinSojka Eh, let's say both.
[grin]
We actually did have a dryad cleric PC who got kidnapped and had her healing powers used to heal people through slaad egg implantation to try and make them into supersoldiers.
...my plots tend toward the complicated sometimes.
10:22
@BESW lol
@Undreren I re-skinned the Fist of Mourning adventure; it's my first 4e campaign, so I've been using a lot of pre-made adventure mechanics and re-skinning them for the plot I want.
I've noticed that Wizards' adventure developers seem to be supremely unconcerned about logic and reason, so I really have to take a hatchet to the adventures to make them work even without re-building the plot.
I have never run a pre-made adventure or story
I always make my own
It comes from the tradition I was schooled under, I guess
@Undreren I did that all my time in 3.5, but wanted some support going into 4e.
Not that I have anything against it, I just never tried
@BESW And it's a good idea too :)
It was really about learning the new system's philosophies, though simultaneously being unconfident about the mechanics made me even more inclined to go to pre-mades for help.
I'm much more confident now, and after I'm done with the new Tomb of Horrors adventure I'll be entirely free-form for the rest of the campaign.
(Even the ToH is getting a heavy re-write though.)
I love 4e's philosophies about combat, but honestly Wizards isn't very good at implementing their own ideas.
10:37
@BESW that would go for White Wolf too
@Undreren I only ever got a single session as a player in White Wolf (Mage), so I can't say much about that system except that my White-Wolf-tradition players had a hard time getting into the party-supports-each-other dynamic of D&D.
@Undreren do you also make your own monsters most of the time, or do you use Compendium monsters?
in D&D?
Aye.
I haven't played it for a while, but I often made my own monsters
But the majority was compendium monsters
10:52
I'm having trouble designing bosses that I feel are the right level of challenge; it seems very intuitive without a lot of guidelines for evaluation aside from just throwing them into combat.
Which I find leads to pulling my punches too much in fear of killing the party by accident.
And Compendium solos, especially bosses, are so complex and weird that they slow down combat.
Yeah, complexity is a huge issue in 4e
In usually designed pretty simple bosses
3 attacks at most
one at will
2 recharge 5+
@Undreren urgh. I hate recharge dice. Possibly irrationally so. Again: idea great, execution clumsy.
I usually go for recharge at bloodied or something like that.
I'm settling into giving bosses an MBA with a debuff, an RBA with a debuff, a standard action to use several BAs, an opportunity action, and maybe something fancy. Then I drop in synergizing standards or terrain, and hope the synergy doesn't get OP.
Example: I'm currently building a fight where the cubic room turns every other round so one of the walls is the new floor, dumping the party prone on the new floor. The boss hovers in the air and gets bonuses to damage vs prone targets.
lol
awesome combat
I also want to have an occasional mechanic where the floor drops away in the style of Indiana Jones and the Last Crusade, but that might be too much.
Do you treat the floor as an attack versus reflex?
11:06
@Undreren Thank you. I try to make memorable set pieces.
yes. On a miss the PC is slid to their choice of safe square.
ok :)
(And I'm making it consume the boss's opportunity action.)
Otherwise prone? or some small amount of damage as well?
Sixty feet of falling damage.
(Level 18 combat.)
(Well, level 18 party.)
ok, it's a fairly large room then
I usually just make some pit-like hazard and ledges
In forests I make logs, trees, bushes and maybe some streams
high level play was never really an option, since 4e supports low level play really well
and we never got to high level
but then again, heroic tier was my favorite because of it's simplicity
@BESW by the way, do you know Legend?
It's a free system, where characters are really easy to make, and monsters are made in the same way as characters
it's based on 3.5
maybe you should take a look at it: www.ruleofcool.com
If you want a system where it is easy to make monsters, that is
11:28
@Undreren Cool, thanks.
Unfortunately one of my players is very resistant to anything that's not very complete in the crunch of its rules, so trying out new systems isn't much of an option at the moment.
Maybe when he leaves island in the spring we'll get a chance to experiment more--we're looking at Dresden Files.
(He prefers things with a massive amount of splat content; he looks at building a PC like building a Magic: the Gathering deck. Which is fine, but limits the systems we can work in.)
@Undreren We had trouble with low-level play because the party was very small, so I couldn't do big fights without overwhelming them or overusing minions. We managed, but it was rough for a group that was just learning the new system. It didn't help that none of the PCs were typical: we had the leader who never attacked, the warlock who was really a controller, and the tank who was also really a controller. Fun, but hard to keep the fights interesting without being unnecessarily lethal.
@Undreren What system do you use now?
11:56
@BESW I just recently entered a Demon: the Fallen campaign
an Old World of Darkness system
But right now, I'm mostly hooked on Dungeon World
And Legend
I'm gm'ing a one shot in DW on Thursdag
Haven't tried Legend yet, but the rules are so similar to 3.5 that I don't really consider it a brand new system
It's a revamp
Oh dear Phil .. so close, yet you blunder it. (Talking about the feed item, The Anatomy of a Conspirace).
@MartinSojka What is wrong with it?
The "No Morals" part is just wrong. A good conspiracy should have their internally consistent moral guideline.
@MartinSojka "without a normal moral compass" is the clarification, which seems sufficient.
The heading may be a little vague, but the details seem more in line with your idea. Though I must confess I recently had the party uncover a Secret Fire Cult that was actually a metalworkers' guild.
@BESW Not quite. A good conspiracy can even have roughly the same set of morals as the PCs. In fact, I prefer it when they do. For a real-life example of such an conspiracy, see: Operation Valkyrie
12:03
@Undreren I really only have experience in 3.5 and 4e. I've dabbled in SG-1 (d20 modern variant), Dogs in the Vineyard, My Life With Master, and a few others, but no more than two sessions of any of them.
@MartinSojka Sure, but what's the fun in uncovering a conspiracy you don't care about? I think the guide is trying to help you make a narratively compelling conspiracy for the party to dismantle, not a realistic one.
@BESW What's the fun in having conspiracies which the players aren't tempted to join, even just for a moment?
Also, read the link. If you live in 1944 and don't care about a conspiracy to kill Hitler and dismantle the SS and remove his cronies from power, ending the war, something's really wrong with you.
@MartinSojka That's where you have fun by either suppressing the moral qualm (the Equal Rights For Dragonborn conspiracy is actually a yuan-ti plot for reptilian dominance, but only the absolute leaders know the truth) and/or making it seem like a quirk ("sure, the local head of the ERFD is a bit rough in his manners, but the regional leader is leading an investigation; don't let one man sour you on our cause!").
@MartinSojka A conspiracy you join is great, but not the same thing at all. As someone who ran an entire campaign based on warring conspiracies that often didn't know who was on which side, or what the sides were, I can attest to that. I'm just really not getting the impression this essay has that in mind at all; it's limited a specific kind of conspiracy plot, or the blog entry would have to be a monograph.
I'm with @BESW here, the article seem to focus on evil conspiracies, not generic conspiracies
@BESW I don't mean a conspiracy you join - just a conspiracy. The article is spot on on most of the elements (after all, Stauffenberg and friends tried to commit treason and murder, for example!), but blunders on the "no (normal) morals" part.
@Undreren Every conspiracy is evil from the point of view of the ones who are threatened by it.
@MartinSojka True. But the article also focus on conspiracies that want something else than the player characters, making the distinction pointless
12:17
@MartinSojka So, it sounds like you feel the article's statement that a conspiracy has no moral compass is an assertion that conspiracies have no consistent code of conduct. (I'm going to leave the 'subjective evil' thing alone; as someone with serious issues about the 3.5 alignment system I could write a monograph on that and I've monopolized the chat enough today.)
@BESW No. I just object to the idea that a conspiracy has to lack morals, or has to have morals which are "wrong" in the eyes of the player characters.
I think the article is trying to say that in order to make a conspiracy an antagonist (which is an implied assumption I'm getting from it) the GM should give it an ethos that eventually reveals it should be opposed.
@MartinSojka If their morals / desires / goals weren't wrong, it wouldn't really be a conspiracy. It would be a movement.
wrong is subjective though
@Undreren "Wrong" isn't needed; "unlawful" is enough of a justification for it to be a conspiracy.
@MartinSojka Which would fall under the definition of wrong in most cases
12:22
@Undreren Maybe, but not morally wrong - sometimes the law is just bad and inhumane.
@Undreren Okay, short soapbox. In many systems, including D&D 3.5, good and evil aren't subjective; you've got spells that detect them and clearly delineated mechanics that influence and are influenced by them. It's embedded in the system to the point that I nearly cheered when 4e abolished such things.
@MartinSojka here's a link for you: thefreedictionary.com/conspiracy
@Undreren Yes, and in the first definition, it mentions "illegal, wrongful, or subversive" - not "illegal, wrongful, and subversive"
@MartinSojka You agree that the article focuses on conspiracies that are wrong to the PC's, right?
A conspiracy can be wrongful - but it doesn't need to be.
@Undreren No; I see an article about conspiracies in general.
12:25
...so it really depends on the system and the ruling (a lot of 3.5 games play fast and loose with rule vs utilitarian morality, but that's house rules).
@MartinSojka I know, I know, relax. I posted it so that we could agree on actual definition
@MartinSojka I see an article about making antagonist conspiracies that are narratively satisfying: "For a conspiracy to be truly shocking," etc.
....
::sigh:: I wish more gamers were philosophers
@BESW +1. I believe that @MartinSojka doesn't read between the lines here
@BrianBallsun-Stanton Please elaborate :)
@BESW A conspiracy can be shocking (as the real-world one I mentioned was) without being morally wrong though.
12:27
@Undreren Thanks, but no need to be dismissive.
So, to me, The D&D alignment debate is: ç„¡, unask the question.
@BESW Dismissive?
Given: statements that have no justification or basis that try to encompass human morality...
Of course they're going to have problems and spawn arguments. And it's not worth our time.
We a discussing the purview of an article, not morals ;)
oh, good, carry on then.
@BrianBallsun-Stanton We're not really talking about D&D alignments here though; just that I consider the "No (normal) morals" statement of this article about conspiracies to be false.
I just got into good vs evil as a side note on the 'advice to make conspiracies' discussion; the 3.5 alignment system is a pet peeve of mine and I tend to babble anyway.
no, I see their point.
Interesting conspiracy is a fundamental rejection of society.
@MartinSojka You are arguing from the assumption that he is writing an article on conspiracies in general, while he is in fact writing about how he runs them in his game.
12:30
boring conspiracy is "hey, let's steal that car" and taking affirmative steps towards that goal.
But treason? Yeah. that's a moral rejection.
It's also a very good way of making them antagonists and not sympathetic
cause... sympathetic conspiracies? Different kind of game.
@BrianBallsun-Stanton Yes. I used Operation Valkyrie (Stauffenberg's and friend's plan to kill Hitler and take control of the state and military to end the war in 1944) as an example of such a conspiracy. It certainly rejected the Nazi society.
@MartinSojka That's all very good, but it doesn't really relate to the purview of his article
@Undreren Sorry, I just don't see it. His whole article works for any conspiracy in a game, not just one the player characters are working against.
@MartinSojka This is true, but given context seems to be a happy accident.
@MartinSojka I do believe we vastly disagree on how to read this article
12:34
That might be worth a question, if you can frame it in such a way that it won't melt into a flamewar.
While his advice largely applies to conspiracies in general, my reading of his reasoning for the advice is consistently concerned with antagonistic organizations--that is, that's how he uses conspiracies in his campaigns, so it's the PoV of his article and I'm taking his 'no normal morals' advice in that vein.
@BESW Exactly how I read it
IMHO, he doesn't even try to portray conspiracies that players will sympathize with, quite the opposite
It's a short blog entry about conspiracies in RPGs, not an exhaustive monograph on the many types of conspiracy. I agree that sympathetic conspiracies are very compelling elements of campaigns, but are not within the scope of his article and so I don't expect him to discuss them.
And Operation Valkyrie is an excellent example of that sympathetic conspiracy. I may use that concept in my next campaign.
@BrianBallsun-Stanton I'd love to see that question asked, but as I apparently can't even ask a mechanical question without major miscommunication, I daren't even approach a topic like that.
[has been humbled]
@BESW well, let's work on the question here in chat, shall we?
Stick with necessary facts, state your objective clearly, make sure we can apply good-subjective, make sure it has standing, and a possible "best" answer.
@MartinSojka We agree on your premise; conspiracies aren't always evil and unsympathetic. But I think we disagree on the purview of the article. If I read it through your glasses, then yes; the "no morals" is bogus. But if you read it as how he portrays an evil conspiracy in his games, then you can't really argue with his logic. It would be like claiming that he is lying about his experience.
12:43
@BrianBallsun-Stanton I'd love to be part of that process, but I'm not sure I'm qualified to start it.
What question are you talking about?
Working on making that article the basis of a question
step 1: Standing.
Do you have a game where that article applies or could apply?
@Undreren If I saw that article as "this is how I portray evil conspiracies in my game" kind of article, I'd still consider it a wasted opportunity to write about something way more interesting.
@MartinSojka Agreed. An antagonist conspiracy doesn't need to be "evil"
But I can appreciate his playing experience though :) It's all about what motivates your players.
Well, I'm currently running a game in which the party a secret operations team that does 'necessary' black ops work for a Lawful Good empire that needs plausible deniability. So I suppose I've got a game that's trying to be about a conspiracy of the type @MartinSojka is describing.
*party is a secret
12:47
@BESW This is actually pretty awesome
@Undreren It was the only way I could justify a party as bloodthirsty as this group tends to run, while having them work for the Arkhosian empire.
Lol
@BESW speaks volumes of your players ;)
Know your group, play to their strengths, stretch them if you can, but don't try to force them into a mold they won't fit.
5
@BESW Wiser words are rarely spoken
[bow] learned the hard way, I can tell ya.
12:50
I almost always start a campaign out by asking: What kind of story do you wish to tell? What is the characters going to do in this story?
(My last campaign but one was about a conspiracy of the type described in the article, but it fell apart before they could uncover more than the second layer of it.)
If you play to their answer, they are almost never dissatisfied.
Yeah, this Arkhosia vs Bael Turath campaign came from "we want dragons, and Indian half-orcs, and the Far Realm."
My typical campaign style is to sketch out a broad sandbox world, throw them into a corner of it that I've developed more closely, and then only develop more on what they show interest in.
I make NPCs with goals and plans (and backup plans) and then let the PCs run through the sandbox trampling all the NPCs' plans, and we see what happens.
@BrianBallsun-Stanton The campaign I plan to run this summer is probably more apropos to forumlating this question; unfortunately my plots are so convoluted I doubt it's suitable.
(A cabal of demons use artifacts to influence/possess people across the world in a subtle plot to further their chaotic ends; it's strongly based on the Denarians of the Dresden Files.)
[yawn] 11pm and I've got a meeting in the morning. Goodnight, all. It's been a ton of fun chatting with you.
 
1 hour later…
14:06
Why do most manifestos involve rejection? What happened to reaching for a positive state? whitehall-paraindustries.blogspot.co.uk/2012/11/…
 
1 hour later…
15:20
@somori "I reject the concept of play without the equal of a map and miniatures together with solid rules covering the elements of range, line of sight, and terrain. Any other style of play is lazy and nothing more than dependence upon GM handouts. " ... Heh. Really?
@MartinSojka Really. I don't begrudge him his views (because I share a lot of them about certain types of games) but he's coming across as YOU'RE ALL PLAYING WRONG!.
I don't mind "solid rules for range, line of sight and terrain" (even if they consist of "You're in a space ship; you always have line of sight and there is never terrain in the way"), but map and miniatures? Why?
Because he started playing with 4th ed which all but demands minis to make sense of 90% of powers?
Heh, silly young generation. :)
It's a gamist point of view - there is a game, with consistent rules, and we play that game, not a magical tea party of "oh, can I not do the exact same thing two rounds in a row"?
@MartinSojka It's not just the young generation :P Anybody who came to the RPG hobby from wargames may hold a similar point of view.
15:37
The "gamist" point of view (as we defined it back in the day in rgfrpa) is more in line of just asking for consistent, interesting rules. If they include maps and miniatures is only marginally interesting.
I did say "a", not "the".
There's lots of room under "the" gamist point of view to cover this manifesto.
What's more interesting is that the manifesto denies narrativism and simulationism the right to be concepts, let alone exist.
Granted, that's true. It just always strikes me as silly to demand those for a good, "gamist" RPG.
@MartinSojka I agree. Maps + minis can be fun, but they aren't a necessity.
@somori Uh, I read it differently, it seems. In particular the part with "I reject the assertion that realism and simulation is impossible in game design."
In particular, the "rules are physics of the game world" is a very much simulationistic point of view.
@MartinSojka That may be down to the overloading of simulationism.
There's the kind which demands rules for everything (detailed encumberance rules spring to mind) and the kind which wants just enough rules to run what-if? scenarios.
Both tend to annoy gamists because of the lack of focus on the competitive aspects.
A gamist will accept rules that simulate reality so long as they provide for a situation that skill can take advantage of.
16:00
I think simulation is widely overvalued in the RPG scene, personally
@KRyan That's because you're a gamist (as am I, mostly) :P
I'm not sure I buy that line of reasoning
the two are related but not quite the same
you could be gamist while demanding simulation, or narrativist with only a loose need for simulation
hell, I'd argue that Dungeons & Dragons is, for the most part, a sort of bipolar attempt to satisfy "gamists who demand simulation"
@KRyan It's certainly overvalued in the sense that some people hold it up as the Holy Grail of RPG design. It isn't; it's just one possible focus for it.
@MartinSojka yeah, that's exactly what I'm saying
certainly isn't value*less*
just, widely valued more highly than it ought to be
actually, Vow of Poverty is an excellent example of my point
it has been defended, quite often frequently, as "well of course it sucks; taking a Vow of Poverty should be hard!"
and that entire mindset... irritates me
because it's saying "you should suffer because of something your character chose"
the Paladin's Falling mechanic can have similar problems
..."quite often frequently". It is clear that I'm clearly not redundant at all...
@KRyan Sounds about like I would reason if I designed it (... for a simulationistic game). You could take the vow; it would allow you to spend less than your social standing should demand but still not lose it, as long as your surroundings know about the vow and it's acceptable for their culture. It would also allow you to more easily integrate into lower levels of society. That's it.
16:10
@MartinSojka not sure I'm following, but it's my contention that doing that (making the player suffer for character's choices), you are no longer making a game
@KRyan I like Vow of Poverty for the flavour reasons. I didn't realise it was as underpowered as it is because everybody else was making similarly poor choices.
As a side note, tech support sucks.
and while that might be a gamist perspective, I think ultimately it's unfair to be talking about Role-playing Games without having at least considering some gamist perspectives
@KRyan The player doesn't "suffer" anything; they know about the downsides beforehand and aren't forced to take choices they don't want to take.
@somori flavor reasons I can totally get behind, and I can suggest numerous alternate mechanics for getting them. Just, not Vow of Poverty. And yes, it is comparable to a character who makes very unwise choices with his money
@somori yes they do
@MartinSojka if I want to play an ascetic, I should be able to without suffering
the sacrifice of luxury and comfort is the character's choice, not mine
@KRyan And in my games, you can. You'll get as much screen time as anyone else.
16:12
a Vow of Poverty should be hard on the character but not on the player
@MartinSojka I wouldn't enjoy a game where things are dumbed-down to make up for my weakness, not if the rest of the group is where they should be
@KRyan That's bad design.
@somori what is, suffering, or being able to without suffering?
@KRyan Well, I certainly don't like dumbing down the game. In doubt, I'd just vote to enhance the mechanics which are important for your character and where he can contribute instead.
@KRyan Being able to make a choice in a gamist game that puts you in an unrecoverable position.
@MartinSojka I could get behind that but in the case of Vow of Poverty you might be looking at an awful lot of work
though perhaps not; one solution for this I'd suggested is a feat that allows you to donate magical items to charity, and gain "blessings" based on the price of the item (that just so happen to match the benefits of a magical item that cost the same as the sale value of the item donated)
@somori see, I'd delete the adjective "gamist" there -- I think any game needs to make options viable
16:15
But my original point was that a manifesto which demands the gamist point of view is the only point of view is fundamentally flawed.
if it's so non-gamist that it expects players to suffer like that, it's no longer a game
@KRyan If I remember correctly, it just means you don't own anything. This doesn't keep you from participating in social challenges and might even give you an edge there, for example. You can't be bribed, you can move more easily between different social classes and so on.
@MartinSojka magic items are absolutely critical in the system that makes it an option; a character without them is horribly crippled
anyway, I've gotta go
see ya later
@KRyan Really? "Vow of Poverty" is also a disadvantage in GURPS. I wasn't aware it needed any magic items. :)
Anyway... overload of simulationism. Do you agree with me on those distinctions @MartinSojka?
16:22
@somori If people demand more details for the systems they are interested in in the name of "simulation" or "realism", they are simply misusing the terms.
Given the rest of the manifesto, do you think he is possibly misusing those terms in this way?
I'm really not sure; a lot of it sounds like "Make just enough rules to simulate the world to your liking; then stop." which is fine.
It's things like "Success and Failure is dependent entirely upon their skill in play, or its lack." and "RPGs are games, and the rules should engage and interest the players." that show off the gamist-only perspective to me.
Success and Failure are assumed to be good and bad respectively. So, skill in play makes you good and lack of skill makes you bad.
Whereas a simulationist thinking in what-if? terms considers success and failure neutral terms. Getting the right to determine the logical outcome of an action is part of what-if? rulesets like The Shadow of Yesterday.
Pretty much, yes. Still I don't think that guys is anti-simulationism, he's just not making it his preferred game style. So his version of Fantasy FarmVille would have interesting and meaningful choices to make so that you don't have to starve to death - that doesn't mean it wouldn't include rules for proper three-field crop rotation. :)
16:37
hmmmm, maybe.
17:31
@MartinSojka sorry, was referring to the recent question regarding 3.5's Vow of Poverty, didn't realize there were other systems that used exactly the same name (though it is unsurprising)
18:06
@KRyan The concept is universal, it's just interesting to see in what kind of games a character following such a vow works, and why it doesn't work in others. :)
@MartinSojka Any system in which significant power resides in a characters magic items will stop a VoP working very quickly.
@somori ... unless the magic items aren't considered "owned". For example, when all magic items are in fact various spirits bound to objects, and it's those spirits which decide who should hold and use them ...
@MartinSojka That's a funky edge-case.
It would be weird to have to keep all your magic items happy. And technically, you could have all those required magic items in D&D 3.5 as intelligent beings.
It'd be chaotic inside your head with all the voices though ;)
18:24
The magic items could level up, and they might withhold part of their power for some reason, like for example when they don't trust you or your motives quite yet ...
19:07
uuurgh, words flow not right.
19:43
DnD alignment - any serious 3.5 players still using WotC definitions? I mean, PCs or DMs who have played an alignment heavy game and managed to make the RAW work not ambiguously?
20:01
@LitheOhm I think I can claim to have done that, but not for several years and it's possible that I imposed house rules while thinking I was using RAW.
Law and Chaos were basically Rule and Act Utilitarianism, respectively. Good characters valued the well-being and happiness of others over their own, and Evil characters did the opposite. These decisions were judged objectively, with little to no accounting for intent or perspective, as the existence of planes of absolute alignment and spells to detect such would be made pointless if Detect Evil couldn't identify someone who thought eating babies pleased Pelor.
Neutrality was a slight problem, as D&D has two versions of it: druid and fence-sitter. Druid-type neutrals deliberate choose actions that go against any imbalance along their neutral axis (introducing chaos to a law-heavy situation), while fence-sitters waffle situationally, influenced by their strong axis choice.
That said, I imposed this largely because the axis alignments were so firmly entrenched in the rules I couldn't pull it out without gutting the system. As flawed as the 4e alignment "line" is, it's not part of the spells and world in a way that I can't just ignore whenever we want to.
@BESW I think that's the best you can do with the 3.5 and earlier alignments.
It's a shame that it ended up underpinnning mechanics in the way it did, but it for to be internally inconsistent in that way was completely unhelpful.
20:19
@somori I worked with players who wanted to stay within the established ruleset as much as possible, but never felt like the alignment mechanics were the defining traits of their characters. So it worked, but just barely.
@BESW agreed with the detect evil comment.
@BESW I think dropping it in 4E was a good choice for Wizards, then
@somori we houseruled law/chaos to be motive or intention (obey order higher than myself or obey my own order) and good/evil to be the methods for achieving one's ends
@LitheOhm That's a reasonable method.
@BESW AL mechanics are less about the character itself and more about how the world/character interact. Detect spells being a good example, as well as smite, forbiddance, dictum, etc
@somori in theory it's worked, and it practice sort of. Lately I've been working on an AL heavy game - balance and save the world and all that. There was need to define something more objectively
for instance, my old GM still acts however he wants (CN), even when playing a lawful character. His code of conduct for his monks and paladins is six pages long and basically says "I will do what I like best at the time I would like best to do it."
@LitheOhm That's a tricky one. Planescape did a lot of good things in that direction.
I like the cosmology they have out, it's rather decent as a backbone
of course, I understand it's as different from 3.5 to 4E as FF7 is to FF8
20:34
@LitheOhm I don't know about 4E Planescape. I was thinking of the 2E version (ie, the one from Torment).
Saw that. Got ahold of a book detailing the changes from 3.5 to 4E, it's barely recognizable IMO
The Great Wheel, ie. the full alignment spread, is kinda key to the setting. I don't know how it would work with the multiple overlaid planes of 4E.
I rather like the Great Wheel. The pic in the DMG is one of the things that inspired me to be a DM lol
It is weird and really cool metaphysics. Although Mage the Ascension blew it out of the water when I eventually found it.
20:50
I never got the chance to play in Planescape, but I liked the basic concept of the 3.5 multiverse. Unfortunately it got ridiculous through extrapolation: as expansion material proliferated, every tiny possibility needed its own plane, or demiplane, to represent it, and things got silly pretty fast.
I like the way 4e uses the Astral Sea and the Elemental Chaos to imply that most of that stuff can still exist, but without giving each little bit its own entire plane.
Part of the wibbly-wobbly Points-of-Lighty philosophy that lets individual DMs have more agency in world creation without fear of their players telling them it's wrong.
planescape is fantastic
4E multiverce is incompatible with planescape (although you could probably salvage Sigil)
@Pyrodante So I'm told. Got nothing against it, I just like my worlds to be a little less pre-made by someone else.
Planescape worlds are not really THAT predefined, hard to predefine a collection of infinate planes
@Pyrodante Fair enough; I'm basing it on descriptions by my friends. [Sadly the His Dark Materials series soured me on infinite planes that I don't have complete control over, because they can spoil narrative right quick without a tight hold on the leash.]
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