My players generally wander around in a persistent state of "what the bloody fuck is going on?" and every so often figure it out, resolve the problem, then go back into their labs.
The closest concept in the Aristotelian paradigm is the idea of Thunder.
According to History of Shock waves, Explosions and Impact by Krehl, p 187, Aristotle had a surprisingly sophisticated conception of percussion:
"All sounds are produced by the meeting of bodies or of the air with bodi...
Is it bad that I find using the entire library system of Sydney fun to do research for an RPG?
@LitheOhm As an example of how the D&D system is unable to accomodate extreme setting changes is Dark Sun. In a world with minimal magic, the system's balance (such as it is) falters and fails. 3.5 didn't even try to port DS because even WotC recognized they couldn't do it.
4e used inherent bonuses to try altering the appearance of the system without modifying its underlying function, but that just resulted in, effectively, "one less magic item per level gets dropped;" not a significant enough surface change to make the DS setting live.
@BrianBallsun-Stanton One of the groups I played with had a group joke about this powerful artifact called the DM Sword. Anyone who wielded it successfully without dying could make anything they could possibly think of happen... but it had a tendency to make your head explode if you tried to pick it up.
@Magician And while a lot of people don't want to use it because it's so complicated, those who are willing to gain familiarity with the system enjoy it perhaps too much.
Main reason I like Ars Magica: with the help of @BrianBallsun-Stanton we've just developed a ritual to turn someone's genitals into thunder (with the immediate consequent explosion in accordance with Aristotelian physics). And because it targets arcane connection, once you have acquire one you can just do it whenever. I accept full responsibility for this abomination, and christen it Thunderballs.
Level 65 MuCo(Au), Base 30, +2 unnatural (really should be 4, but... eh), +1 part, +4 Arcane Connection, Causes an explosion of +30 (armor doesn't help you... it in fact makes it worse), and an incapacitating wound...
@BrianBallsun-Stanton "I built a bridge, but do they call me Bob the Builder? I wrote a book, but do they call me Bob the Writer? Once, just once I exploded a devil's genitals..."
Closing thought: what are the chances that once in the history of the Order one winter magi got pissed off enough that he just made a list and went through it, methodical-like, in a day? The Thunder Plague, they'd call it.
@Trajan My suggestion to your problem is that the tech was previously unreleased, the company saw no profit in it, was poorly run or had some other reason for killing hte program originally.
I used a lot of her ideas and concepts (usually at a higher rather than literal level) in some of my games.
...I did once drop the wombat people and culture straight into a D&D world with minimal modification and a LOT of houseruled support for their nonmagical awesomeness.
Then a coked-out tarrasque ate their city. It was very sad.
@Trajan depends entirely on the company. Some companies are so poorly mismanaged that a rogue (or even unknown) R&D department can develop something awesome and no one will ever know because they are just another bit of megacorp.
@Novian that's more a question of infrastructure. we have a massive amount of said infrastructure built around gasoline. Unless we're switching to nat gas nothing is going to change
they made it out like there would be little hydrogen bombs driving around to scare people into being against it. although this was back in my dads time.
@Novian those fears are alive and well. Though the idea of fuel cells mitigates them. But the natural gas boom in the US has basically killed all of that
@waxeagle I completely agree. It's also where geek over-analyzing veers into too much verisimilitude. The issue with any game system is it can be sufficiently broken if you look for ways to break it especially systems dealing with magic or high tech stuff that we don't have a real world analog to.
@JoshuaAslanSmith yes, especially when you introduce concepts like terrorism that may have been nearly foreign to the designers when they were writing it
Of course, D&D is also a meta-derived setting until it becomes inconvenient, at which point meta is told to go sit in the corner and think about what it's done.
The basic idea is that although in our world the limits of what people can do are defined by our physical laws, in most RPGs the limits of what people can do are defined by the needs of the storytellers (the gamers).
In some systems, the rules also move in that direction. In most, the rules must be steadfastly ignored when the story requires it.
This is an unsatisfying answer for many RPG players who first come across it, because in broad general terms we tend to be people who like definitions, limits, and hard explanations.
But ultimately, RPG rules are not like physical laws: physical laws have no particular concern for their implementation or implication, while RPG rules exist solely because of their implications and the implementation of them is subservient to that end goal.
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This is one of the reasons simulationist approaches can never be brought to extremes without ruining the game experience (the other main reason being that since we don't yet fully comprehend our own reality, we can't simulate it perfectly even if we had the time and resources to try).
@besw great dissection of the issue itself. I'm making an episodic format for 4e (less encounters per level and no big arcs) and I keep running into walls with the players who see it as an excuse to try to wheedle favors (higher than standard point buy for example) and unrealistic loot expectations. I can make 4e super easy and pile treasures on you but thats not 4e thats ego manipulation game.
This is a system transition issue, not a creativity issue.
4e is a very different system and that's okay, but it's not for everyone. There's a gap between the player and the system and your job as GM is to help facilitate bridging that gap. Your goal in this should not be to make the player conf...
You may be asking your players to engage with a game experience they aren't interested in, or you may simply need to work on better communicating the kind of experience you're trying to encourage.
(I once had a player who came from White Wolf games who exhibited behavior that on this site might get tagged problem-player. When I explained the difference between WW and D&D playstyles, he happily adjusted his behavior.)
Even if they think that's what they want, it's usually just acting out in frustration against some miscommunication of expectations that they lack the vocabulary or insight to recognize or explain.
I know Cat is knowingly and willingly doing it because of the sunk costs fallacy, and just hoping to mitigate the resulting problems as much as possible.
(That, and she feels her group would be resistant to moving away from a d20 System game.)
Its tough because they want rapid progression and to powergame in a lot of ways and I'm seriously thinking about picking up Descent 2nd edition and playing that over D&D right now as a result
I get the impression there's a tri-fold mentality fueling it: First, ignorance of the options beyond D&D and the d20 System school of gaming (except perhaps of WoD and other niche systems). Second, the belief that these systems are somehow superior. Third, and dovetailing with the second, the belief that these systems can accomodate any desired experience.
theres also the "we've only played heroic" and really wanna do paragon and maybe epic from the players. So were starting at lvl 10 and (which I think is a bad idea but a compromise I made) and I know combat will still take forever and they will mess-up because they are playing characters with feats and powers they didnt get over time but rather all at once
yes thats what the adventure/episodic format we are making should do a bit
But definitely let them modify their character builds over the first few sessions without penalty and with little restriction.
@waxeagle Because a) they just spent a lot of money on the books, b) they just spent a lot of effort learning the system, and c) they want to be people who play that game.
Thankfully no one has spent money on books (D&D insider accounts) and B and c are true. Its more of a frustration I've had as player and Dm for this group at times that the that out of the 6 of us only 2 other put in as much time into running their characters (vs creating them and planning them for shineys).
So combat is slow not because of the monsters or the dm (me and 1 other person switching off) but because people don't remember their character abilities and also wait until their turn starts to figure out what to do on their turn
which is why I balked at starting at lvl 10, they had problems making and running lvl 5 characters out of the gate.
@waxeagle yes the other dm tried a free +1 to hit but that didnt work. I'm thinking of the stick now (boggle sand timer, no sand, you go into delay until at least after the next persons turn)
@JoshuaAslanSmith Go carrot and stick :). Give them two flips of the timer. If they finish before the first they get a +2 to any check before the end of the session, if they finish before the second, nothing happens. If the second expires then they delay :)
And one reason +1 to hit didn't work is that it has no agency.
Given them a carrot that they have some control over will not only make them happier to have it, it also sneakily encourages the behavior you want to see.
...especially if it's something they can use on someone else's turn. [rubs hands together gleefully]
@JoshuaAslanSmith make it simple. make some slips of paper, or chips, that say +/-2 and give them to players who complete their turn in a timely manner
No actually we havent used powercards as cards, one player did do that for a bit but it was printed on normal paper and was more hassle than it was work, we should probably get card cases and just put them in front of regular playing cards as backing.
@JoshuaAslanSmith Yeeeeah, I went through a lot of paper when people leveled up. To that end, I suggest one of the many blank power card templates.
I filled them out with powers as presented in the online compendium, without PC-specific variables and math, so they could be used for more than two levels.
If the player wants the math done on each card, he can write it in pencil on the card or in washable marker on the sleeve.
That way I only had to print new powers each level.
'gotcha, my players aren't so hot on the math usually and get really brainhurt (and me too for this second one) when it comes to figuring out which bonuses cancel which other bonuses.
He turned into a back-of-the-pack ranged enabler with a frontline companion, until he discovered that there are so few of the common feats which he was interested in (due to not attacking) that he could turn himself into a nigh-unhittable tank.