In Contention to the "Stormwind Fallacy" retort


Gamer Life General Discussion

1 to 50 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>

I've mulled over whether or not to open these floodgates, but since my other thread got closed after about 1500 posts and the other threads are boring I'll do it...

Everyone by now has heard it somewhere on here. If you associate cheesery/munchkining/"optimizing" etc. with being a rollplayer you'll likely get at least one guy who will link the "Stormwind Fallacy" (or SWF as we'll now call it). And yes, if someone posits, "IF you spend time working on the mechanics to make an optimized character THEN you are bad at roleplaying" he is making an error in overgeneralization. He's stating that everyone who works on their mechanics doesn't care about roleplaying without exceptions. You can obviously do both. There's no argument there. Let me also nip right here that this is not about badwrongfun. If you like to just roll dice or you just like to theatre act, that's fine. This isn't to demean either but lets call a potato a potato.

Here's my problem with the SWF, especially when its used in the discussion of games as a whole: If you make a game that's designed a certain way to be mechanics heavy and mechanics focused it does not mean every player who plays it is going to be a rollplayer. You will, of course, get good roleplayers playing it. BUT, whether intentionally or not, you are creating a culture for the game that will draw certain types of players more and create a certain type of game culture.

Good examples of this on either side of the spectrum are 4e and VtM. I'm referring to the oWoD one because I'm not as familiar with the new one. Now are there going to be hack n slash rollplayers in VtM and excellent roleplayers in 4e. Yes I understand that. But the way you design your books and mechanics and what you focus on will change the culture of the game. Pretty much the first thing done in 4e (and many games) is rolling up stats. If I'm remembering the VtM book correctly (I gave mine away a bit ago :( ) When looking at both: how much content is given before getting to stats? VtM started with a cool story at the front and even 2e had a gameplay example in the front. That's now gone. How much of each game is devoted to mechanics vs. other stuff? How much space is dedicated fleshing out your background and personality BEFORE getting to the mechanics part? How much are "adventures" structured around storyline and plot and people than monster stats and encounters? How much is released content devoted to non-mechanical content (setting, people, places, history/events) vs mechanical (monsters/items/weapons etc.)

I find it hard for anyone to question that VtM isn't more roleplay oriented than 4e (as a community as a whole) and a large part of that goes to how the books are written and structured.

To finish with my point again: a game being mechanics heavy/focused does not mean all players are rollplayers, but it does create a certain culture for the game and draw a certain type of players (intentionally or not). Let's say you took 100 WoW players and presented them with 4e and let's say oWoD Mage: Sorcerer's Crusade for something a little more comparable than VtM. If they were looking for something more like WoW,how many do you think would pick Vtm over 4e? I'd say not very many.

Requests for this thread:
*Please read people's full post carefully so you can respond to what they're actually trying to say. Threads get cluttered with pages of people going back and forth devolving the thread into: "I like chocolate" "Why do you hate caramel so much?" "You caramel lovers are all suppressing every other candy. Just like Hitler". Pay attention to people's qualifiers like "some", "maybe", "a few", "it's possible that" etc. so you can see how far they're going in their argument. If you think you know what someone is saying, but aren't sure ask instead of accusing them of something outlandish (unless its obvious you're just joking)
*Please only post things related to the thread that [you think] add something interesting to the conversation.
*Please keep personal remarks about others at a level low enough that it doesn't draw the attention of admins who delete posts like its going out of style. That got the last thread locked.

That being said: LET'S GET IT ON!


2 people marked this as a favorite.

Whats the tldr?


Ishmell wrote:
Whats the tldr?
Quote:
To finish with my point again: a game being mechanics heavy/focused does not mean all players are rollplayers, but it does create a certain culture for the game and draw a certain type of players (intentionally or not).

Sovereign Court

1 person marked this as a favorite.

I agree. All of the people who i know playing 4th ed are heavy rollplayers, consummate WoW and MtG players. Except one who plays it as a convenience because he is too lazy to open a rulebook and read a little.
And most people i know playing storytelling based games are usually older guys (not kids) who have gotten past that "kill everything loot their stuff" mentality. Now, i said most people i know. I don't know a lot of people, maybe a thousand, so please don't jump down my throat or feel insulted.


4 people marked this as a favorite.

I don't think you have a conflict with the Stormwind Fallacy.

I think you are unhappy with the misuse of the Stormwind Fallacy.

This is not the fault of the idea, nor of the original Tempest Stormwind; it is the fault of those who misuse the Stormwind Fallacy.

For those who are unsure what the Stormwind Fallacy is...


Quote:
And most people i know playing storytelling based games are usually older guys (not kids) who have gotten past that "kill everything loot their stuff" mentality.

There's two reasons why I think storyteller games like WoD have an "older" crowd:

1) WoD started out with Vampire in a time when Goth was huge. I still remember being young and seeing the older kids in black clothes and makeup go into the FLGS to get VtM stuff. WoD and Vampire spoke to that goth crowd as well as the theater club kids. Those people probably began as roleplayers and are older now and probably grown up with families. I think WoD probably still attracts the current crop of goth kids (those that are left) and theater kids who start out as roleplayers.

2) I think its very common for us to "evolve" as RPGers. If you really think hard about how you started playing I think many of us started out on DnD as a young kid, began as dice throwers looking for stats and loot and then slowly changed. After some period of time we started branching out into different games and discovering stuff like WoD or exotic games. It grew boring just making cheesed out characters, hacking and slashing, and collecting gear so we started working on roleplaying and character development as well. This probably is the largest group of players out there. There are probably some that never changed from rollplaying to roleplaying and some that changed very little. I highly doubt there are many if any players that started/became heavy roleplayers then switched to rollplaying.

I honestly don't know if the newer 4e generation will change like I and many did, but it will be interesting to see considering how heavy mechanics-based 4e is.


Tempest Stormwind wrote:

I don't think you have a conflict with the Stormwind Fallacy.

I think you are unhappy with the misuse of the Stormwind Fallacy.

This is not the fault of the idea, nor of the original Tempest Stormwind; it is the fault of those who misuse the Stormwind Fallacy.

For those who are unsure what the Stormwind Fallacy is...

My primarily issue is, yes, probably the misuse of it. Thus "contention to the SWF retort". And I have no issue with the deductive reasoning of it. If you are a rollplayer that does not mean you're inherently not a roleplayer. I do think however inductively when you look at the particulars and the whole of it (beyond refuting an obvious error in using absolutes) that games that are mechanically heavy are going to draw a more roll-play oriented crowd. It's not a law that these players are going to automatically be rollplayers, but in these games, the players who are heavy into optimization and mechanics and min-maxing etc. are much more likely to be into rollplaying at the expense of roleplaying. If a player is heavy into mechanics and spends 2 hours working on his character to figure it out to 18th level and find all the little rules and options and strategies to optimize his character for max abilities is it likely that he's also that roleplay heavy to spend another 2 hours working on his backstory and personality and such? I doubt it. I think as a whole the players for mechanics-heavy games are far more likely to spend time figuring out mechanics than they are on character development. A mechanics heavy game like 4e also creates more of an expectation that the game is more focused around stabbing shit and collecting loot than social intrigue. If I read a game book that spends most of its chapters in building up stats and powers and gear and then most of the game's adventures all focus around things like dialogue with the Prince of Fluffistan I'd definitely be thrown for a loop.


kmal2t wrote:
If I read a game book that spends most of its chapters in building up stats and powers and gear and then most of the game's adventures all focus around things like dialogue with the Prince of Fluffistan I'd definitely be thrown for a loop.

I think this sounds like a good approach - put the mechanics primarily in the rulebooks and then the flavour material elsewhere (I realise there's 'bleed' between the two, but isn't this basically what Paizo have done with Pathfinder?)

Sovereign Court

kmal2t wrote:
Quote:
And most people i know playing storytelling based games are usually older guys (not kids) who have gotten past that "kill everything loot their stuff" mentality.

There's two reasons why I think storyteller games like WoD have an "older" crowd:

1) WoD started out with Vampire in a time when Goth was huge. I still remember being young and seeing the older kids in black clothes and makeup go into the FLGS to get VtM stuff. WoD and Vampire spoke to that goth crowd as well as the theater club kids. Those people probably began as roleplayers and are older now and probably grown up with families. I think WoD probably still attracts the current crop of goth kids (those that are left) and theater kids who start out as roleplayers.

2) I think its very common for us to "evolve" as RPGers. If you really think hard about how you started playing I think many of us started out on DnD as a young kid, began as dice throwers looking for stats and loot and then slowly changed. After some period of time we started branching out into different games and discovering stuff like WoD or exotic games. It grew boring just making cheesed out characters, hacking and slashing, and collecting gear so we started working on roleplaying and character development as well. This probably is the largest group of players out there. There are probably some that never changed from rollplaying to roleplaying and some that changed very little. I highly doubt there are many if any players that started/became heavy roleplayers then switched to rollplaying.

I honestly don't know if the newer 4e generation will change like I and many did, but it will be interesting to see considering how heavy mechanics-based 4e is.

I think what you'll find, and is perhaps the reason why the Stormwind Fallacy can often be relevant, is that many people mature/develop in their playstyle without wanting to learn new rulesets or change genre.

If you began playing 3e when you were 15 and learnt to optimise and enjoy character-creation and combat-triumph... you might now be using the same ruleset (almost) and have 10+ years of experience. As such you can probably optimise, balance and adjust characters with little effort.

This player, now 25+, might well be crafting emotionally-rich characters full of RP potential. But she/he can also drop a powerful build on that concept in twenty minutes.


1 person marked this as a favorite.

Ok this is strange....but in my experience the game systems with the least mechanic seem to attract the power gamers. Often because there is really nothing stopping them from power gaming. Not saying all WoD games are filled with powergamers...just the ones I know about in my area.

Personaly their are pros and cons to either style of game...how it is played is almost entirely up to the group.

My problem with Stormwind Fallacey is when it is misused to defend all powergaming/min/maxing. etc. If you bring uber guy to a game of average guys...it really does not matter how well you RP...you are still causing other players to feel useless...especialy when you don't have to.


Steve Geddes wrote:
kmal2t wrote:
If I read a game book that spends most of its chapters in building up stats and powers and gear and then most of the game's adventures all focus around things like dialogue with the Prince of Fluffistan I'd definitely be thrown for a loop.
I think this sounds like a good approach - put the mechanics primarily in the rulebooks and then the flavour material elsewhere (I realise there's 'bleed' between the two, but isn't this basically what Paizo have done with Pathfinder?)

I have issue with this approach because first, when mechanics is the first thing done and emphasized in core books it sets a theme of what's important and every thing else is accessory to be purchased. Not that many players go out and buy golarion setting books when they have the phb, apg, um etc. Books released for players are generally about classes and powers. When you look at VtM there's enough in there about the world that you could run a game without buying the expansions about the cities. Not enough of that is done in CRB because its pact with other stuff like spells and magic items. Then again this IS dnd! Paizo has, however, done well on the DM side with the APs and setting books that don't just have dungeons and slash and add flavor to the game..but on player side...well look at what most threads on this forum are about. Are they about how to make cool character concepts and interesting setting plots or about how to make a cool new class and optimize it?

This is related but could be a whole other topic: I think when a game is class based (which requries a whole area for mechanics) and/or uses game mats (requires a whole mechanic) instead of point based and free form it gets an environment geared toward powergaming as well. Everything is always about this class vs. that class and is this class worthless and I want this cool new class to play etc. etc. Again i think class based lends itself more to powergaming as people get concerned about each classes abilities and then powercreeping with new classes that tread on old classes. And mats lend the game more to wargaming as people strategize over AoO and flanking than imagining the battle scene. I think it made its way back into DnD with the 2e combat options book. Grids can be useful though if its hard to describe a battlefield.


John Kretzer wrote:
Ok this is strange....but in my experience the game systems with the least mechanic seem to attract the power gamers. Often because there is really nothing stopping them from power gaming. Not saying all WoD games are filled with powergamers...just the ones I know about in my area.

I think these games are more open to abuse, but that's why they usually have a more dominant "DM" role to prevent this and keep the story going. So much of it is flexible and open to interpretation that a player could argue many things to try to get a rule to lean in his favor. I'm not sure how much more "powergaming" you can do in a lot of WoD stuff tbh other than some min-maxing especially dealing with 7/5/3 and 13/10/7? traits and skills. By making it more flexible and less rule heavy it usually lets the focus be more on the story than the mechanics, but again there's nothing to stop a group from running a WoD dungeon crawl campaign.


kmal2t wrote:
Steve Geddes wrote:
kmal2t wrote:
If I read a game book that spends most of its chapters in building up stats and powers and gear and then most of the game's adventures all focus around things like dialogue with the Prince of Fluffistan I'd definitely be thrown for a loop.
I think this sounds like a good approach - put the mechanics primarily in the rulebooks and then the flavour material elsewhere (I realise there's 'bleed' between the two, but isn't this basically what Paizo have done with Pathfinder?)
I have issue with this approach because first, when mechanics is the first thing done and emphasized in core books it sets a theme of what's important and every thing else is accessory to be purchased.

I understand that's your theory - I'm not sure it's anything more than anecdotal though. I only have my own group to go by and we play RPGs the same whether it's rolemaster, 4E, Pathfinder or Dungeon Crawl Classics - the mechanics are very unimportant to us and the focus/approach of the rulebooks doesnt actually impact on how we play(granted the character generation of DCC makes us a little sillier, perhaps).

I can see that it might make some people take the approach you're describing, but it doesnt gel with my experience, for one.

Quote:

Not that many players go out and buy golarion setting books when they have the phb, apg, um etc. Books released for players are generally about classes and powers. When you look at VtM there's enough in there about the world that you could run a game without buying the expansions about the cities. Not enough of that is done in CRB because its pact with other stuff like spells and magic items. Then again this IS dnd! Paizo has, however, done well on the DM side with the APs and setting books that don't just have dungeons and slash and add flavor to the game..but on player side...well look at what most threads on this forum are about. Are they about how to make cool character concepts and interesting setting plots or about how to make a cool new class and optimize it?

This is related but could be a whole other topic: I think when a game is class based (which requries a whole area for mechanics) and/or uses game mats (requires a whole mechanic) instead of point based and free form it gets an environment geared toward powergaming as well. Everything is always about this class vs. that class and is this class worthless and I want this cool new class to play etc. etc. Again i think class based lends itself more to powergaming as people get concerned about each classes abilities and then...

I dont really see where you're heading with this subsequent bit, but to clarify for me - do you think Pathfinder is at the 'mechanics heavy' end or the 'story focussed' other end?


Steve Geddes wrote:

I understand that's your theory - I'm not sure it's anything more than anecdotal though. I only have my own group to go by and we play RPGs the same whether it's rolemaster, 4E, Pathfinder or Dungeon Crawl Classics - the mechanics are very unimportant to us and the focus/approach of the rulebooks doesnt actually impact on how we play(granted the character generation of DCC makes us a little sillier, perhaps).

I can see that it might make some people take the approach you're describing, but it doesnt gel with my experience, for one.

You don't approach a 4e game any differently than you would a WoD game? I find it difficult to believe that your WoD game has the same balance between hack n slash and roleplaying that your 4e game does. I also am doubtful you have the same balance of focus between character and mechanics in your WoD game as you do in your 4e game.

Quote:
I dont really see where you're heading with this subsequent bit, but to clarify for me - do you think Pathfinder is at the 'mechanics heavy' end or the 'story focussed' other end?

I showed why I disagreed about why core books should be primarily just mechanics and not include more because of the game culture it promotes. And if I was to quantify it in some kind of nominal fashion I guess on a scale of 1-10 with 1 being uber rollplay and 10 being uber roleplay with 5.5 being the center I'd put PF at like a 4-5 based on just the content material. Obviously individual groups could change this drastically.


kmal2t wrote:
John Kretzer wrote:
Ok this is strange....but in my experience the game systems with the least mechanic seem to attract the power gamers. Often because there is really nothing stopping them from power gaming. Not saying all WoD games are filled with powergamers...just the ones I know about in my area.
I think these games are more open to abuse, but that's why they usually have a more dominant "DM" role to prevent this and keep the story going. So much of it is flexible and open to interpretation that a player could argue many things to try to get a rule to lean in his favor. I'm not sure how much more "powergaming" you can do in a lot of WoD stuff tbh other than some min-maxing especially dealing with 7/5/3 and 13/10/7? traits and skills. By making it more flexible and less rule heavy it usually lets the focus be more on the story than the mechanics, but again there's nothing to stop a group from running a WoD dungeon crawl campaign.

See that is the other side of the coin for Storyteller sysytems if your GM tightly holds on to keep powergamers in control often at times they will tightly the reins of the game. Pretty much it just becomes the GM telling the story with little input from the players. Which do me is nothing like RPing.

Now of course there are pretty much a certainity that there are Storytellers who strike the proper balance...but that is alot harder to do I found in rules light games.


Also your position of rules light games being superior to rules heavy games for the purposes of RPing just seems to much of a System Elitist arguement...which I generally find narrow minded.


Let me clarify that I'm not talking about the Storyteller being dominant in determining where the story is going. If you try to railroad a storytelling game you're setting yourself up for problems. I'm saying with flexible rules its open to interpretation so the DM is going to have to arbitrate much more than with a game like PF with lots of rules readily available in CRB and errata. A Storyteller is usually going to be more lenient to allow things until it starts to break the game or the story and he has to usually temporarily run a tighter ship on the mechanics to avoid abuse that makes encounters/checks too easy or lets you steamroll the story that was supposed to be more challenging/take longer.

The Exchange

OP, you are very insightful and I completley agree - the way a game is built certainly affects the kind of people who'd like to take a part in it. However, the is an application of the Sotrmwind Fallacy here that I think you might have missed - yes, a game like 4e would attract those who enjoy combat and generaly speaking a challanging game that will require them to strecth their character building muscles.

However, according to the Stormwind Fallacy, enjoying the mechanical aspect of the game is completley unrelated to enjoying the roleplay aspect of the game. So while just about everyone who plays 4e WILL enjoy a combat-and-challange-intensive game, and will gleefuly rise up to the challange of building PCs strong enough to face these challanges, none of this is any indication about how central roleplaying would be in their game and how much they enjoy it.

So yes, most of those playing 4e are *capable* of rollplaying, and generally speaking also *enjoy* the way 4e manages to represent challanging situations. BUT they might still easily enjoy roleplaying. The two have nothing to do with each other. Qoute from Stormwind Fallacy:

Stormwind wrote:

Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa.
Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.

Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else.
A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.

Bottom line is that while you are correct about how game design encourages a certain group to play the specific game, this has little to no remifications about the way we should percieve 4e, for example. It caters to optimizers while not doing anything to discourage roleplayig (it even gives some slight advice on how to do so in the rulebooks), hence the ONLY thing you could say about it is that most of the 4e players are optimizers. Again, this has no impact on their tendency to roleplay.


John Kretzer wrote:
Also your position of rules light games being superior to rules heavy games for the purposes of RPing just seems to much of a System Elitist arguement...which I generally find narrow minded.

I'm going to ignore this because it doesn't contribute to this discussion at all. I already addressed this with the badwrongfun part.


kmal2t wrote:
Let me clarify that I'm not talking about the Storyteller being dominant in determining where the story is going. If you try to railroad a storytelling game you're setting yourself up for problems. I'm saying with flexible rules its open to interpretation so the DM is going to have to arbitrate much more than with a game like PF with lots of rules readily available in CRB and errata. A Storyteller is usually going to be more lenient to allow things until it starts to break the game or the story and he has to usually temporarily run a tighter ship on the mechanics to avoid abuse that makes encounters/checks too easy or lets you steamroll the story that was supposed to be more challenging/take longer.

I know what you meant...I just see Storytellers who tend to grip the rules hard...tend to keep a grip on the story just as hard.

Also...what you described is no different than what a PF Gm has to do...if the players are dealing with the encounters too easily...or getting beaten like drums by than...that the GM has to adjust.

As I said...this has nothing to do with system.

Also I will contend...Players can not break a story...because they ARE the story. Atleast in games with strong RPing in my opinion.


kmal2t wrote:
John Kretzer wrote:
Also your position of rules light games being superior to rules heavy games for the purposes of RPing just seems to much of a System Elitist arguement...which I generally find narrow minded.
I'm going to ignore this because it doesn't contribute to this discussion at all. I already addressed this with the badwrongfun part.

Than I suggest you rethink your position...just because you don't intend for that BadWrongFun to come out does not mean it has not.


kmal2t wrote:
Steve Geddes wrote:

I understand that's your theory - I'm not sure it's anything more than anecdotal though. I only have my own group to go by and we play RPGs the same whether it's rolemaster, 4E, Pathfinder or Dungeon Crawl Classics - the mechanics are very unimportant to us and the focus/approach of the rulebooks doesnt actually impact on how we play(granted the character generation of DCC makes us a little sillier, perhaps).

I can see that it might make some people take the approach you're describing, but it doesnt gel with my experience, for one.

You don't approach a 4e game any differently than you would a WoD game? I find it difficult to believe that your WoD game has the same balance between hack n slash and roleplaying that your 4e game does. I also am doubtful you have the same balance of focus between character and mechanics in your WoD game as you do in your 4e game.

I haven't actually ever played WoD, but I doubt it (based on all the others). Granted we're more interested in standard fantasy stories than angsty "I am a monster" stories.. <- demonstrating the extent of my my "knowledge" of WoD.

Quote:
Quote:
I dont really see where you're heading with this subsequent bit, but to clarify for me - do you think Pathfinder is at the 'mechanics heavy' end or the 'story focussed' other end?
I showed why I disagreed about why core books should be primarily just mechanics and not include more because of the game culture it promotes. And if I was to quantify it in some kind of nominal fashion I guess on a scale of 1-10 with 1 being uber rollplay and 10 being uber roleplay with 5.5 being the center I'd put PF at like a 4-5 based on just the content material. Obviously individual groups could change this drastically.

Okay, thanks. Based on content of the rule books, I'd have to put PF near the 1 end* (the way I like it). Given such disparate impressions, we're probably not going to understand each other much.

*:
though I'd prefer 1 for rules heavy and 10 for flavour heavy - I don't accept roleplay and rollplay as descriptive of a system, but rather a play style.


@Lord Snow: Like the fallacy says just because you like to rollplay doesn't mean you don't like to roleplay as well. However, if we were able to quantify how "roleplayish" a game was, would the average of 100 4e games be as "roleplay-ey" as the average of 100 VtM games? I highly doubt it. Players don't exist in a bubble where they have a set proportion of rollplayness vs. roleplayness. Just because someone likes roleplaying with their rollplaying doesn't mean a game (and its design and culture) don't have a significant impact on how the player plays it. Is the average player just as roleplay heavy in a game like 4e as he is in WoD? I highly doubt it. Maybe Player A is always roleplay heavy regardless of game and Player B is always rollplay heavy regardless of game..but I think most players tend to shift more toward one or the other depending on the game and the "culture" it promotes.


@Steve Geddes: It's very difficult to really understand my argument in full if you've never played a WoD game or a game in the same feel as the WW games. It's usually drastically different than a game like PF.

If you really want to "get" the juxtaposition I'm making in full then I encourage you to find a friend with an old VtM book or the 20th Anniversary edition (the old vtm book is bette tbh) and compare it to either your 4e phb or your PF CRB. If you haven't it'll really shed light on this discussion.

edit: and I'd put 4e closer to like 2-3 with miniature wargames with some rping as a 1..10 would be those free form vtm games where they just use Rock paper scissors for conflicts..thats the other extreme.


I read Mage:the awakening (that's a WoD game, right?) and prepared a campaign for it which never got off the ground. You might be right that we would have started playing differently, but I really doubt it.


I haven't seen awakening but I've heard it was drastically different and more structured (more like PF) than the previous versions of Mage. Take a look at Mage: Sourcerers Crusade and try to imagine how a Storyteller has to deal with the magic in that system lol.

The Exchange

kmal2t wrote:
@Lord Snow: Like the fallacy says just because you like to rollplay doesn't mean you don't like to roleplay as well. However, if we were able to quantify how "roleplayish" a game was, would the average of 100 4e games be as "roleplay-ey" as the average of 100 VtM games? I highly doubt it. Players don't exist in a bubble where they have a set proportion of rollplayness vs. roleplayness. Just because someone likes roleplaying with their rollplaying doesn't mean a game (and its design and culture) don't have a significant impact on how the player plays it. Is the average player just as roleplay heavy in a game like 4e as he is in WoD? I highly doubt it. Maybe Player A is always roleplay heavy regardless of game and Player B is always rollplay heavy regardless of game..but I think most players tend to shift more toward one or the other depending on the game and the "culture" it promotes.

According to the discussed fallacy, rollplaying and roleplaying are not alternatives, they are perpendicular to each other. In theory, nothing prevents a rollplayer from playing a role, or a roleplayer from optimizing his character. That is the Stormwind Fallacy. I feel what you are trying to say is NOT that the fallacy is mitigated by certain games, but that the Fallacy is not entirely true, because people who enjoy one of the options ARE actualy more likely to enjoy the other less. I could agree with this.

However, your original post about how certain games attract certain players has nothing to do with the Stormwind Fallacy, because the fallacy states that even if the game attracts rollplayers, that dosen't mean those playing it aren't roleplayers.

I think posing this as a logical riddle is best. Here is the data:

1) If you play 4e, you are a rollplayer
2) If you play WoD you are a roleplayer
3) Some (but not all) rollplayers are also roleplayers
4) Some (but not all) roleplayers are also rollplayers

here is the riddle: how many roleplayers are playing 4e? how many rollplayers are playing WoD?

As you can see, even if every single person who plays 4e is a rollplayer, this dosen't have much of a bearing on the number of roleplayers playing 4e. According to the Stormwind Fallacy, which provided data points 3 and 4 in the riddle above, the riddle is unsolvable.

What YOU claim is that the riddle IS solveable, because you know from personal experience, maybe combined with an educated guess, that many of those who play 4e are much more into rollplaying than roleplaying. I can agree with you about that point, and say that the Stormwind Fallacy does not address the issue of the fact that there might be some sort of statistical tendancy to relate more strongly to one of the poles - roleplaying OR rollplaying. Again, checking that requires a more extensive research than I am capable of doing.

Liberty's Edge

I do not think that the ruleset directly attracts a certain kind of players.

However I think that :

- the ruleset will attract a certain kind of GM who want a certain kind of gameplay that is enjoyable by some players more than others.

It is not the exact same thing because it means A LOT of the effect depend on the style of gameplay set by the GM, more than directly the ruleset.

- the ruleset supports playing in a specific style. Certainly, I never worried about exact positioning and AoO in the oWoD.

Thus the same player can enjoy the smooth telling of a story in oWod as much as the optimisation (both in minmaxing and in tactical thinking) in PFRPD. I know I do.


I don't believe it can be tied to game system at all. It is entirely upon the player, and often based on how and what they first learned to play.

I bet most people bring the same level of ROLE or ROLL they prefer to play, to just about any game they do play. If they prefer to ROLL, they will put themselves into situations where it becomes necessary (picking fights with NPC's is a common one). If they prefer to ROLE, then they will often try to talk out of or around problems. The game system is merely the vehicle they use to meet that goal.

Some games may make it easier to do one or the other more smoothly, but that is not indicative of a prevalence of the system itself, more than just how it caters to the methods the players use to meet their preference.

I actually prefer 4E because it gives me greater opportunity to ROLE, because the rules are cleaner and smoother, allowing me to backdrop them much easier. It also is a lot harder to power too high or low compared to others players, giving less ammunition for optimization. I've also played in plenty of WoD games that devolve into rules to resolve frequent inter-party conflict against one another. Then again, this is all just in my experience, as always YMMV.

The Exchange

Aardvark Barbarian wrote:

I don't believe it can be tied to game system at all. It is entirely upon the player, and often based on how and what they first learned to play.

I bet most people bring the same level of ROLE or ROLL they prefer to play, to just about any game they do play. If they prefer to ROLL, they will put themselves into situations where it becomes necessary (picking fights with NPC's is a common one). If they prefer to ROLE, then they will often try to talk out of or around problems. The game system is merely the vehicle they use to meet that goal.

Some games may make it easier to do one or the other more smoothly, but that is not indicative of a prevalence of the system itself, more than just how it caters to the methods the players use to meet their preference.

I actually prefer 4E because it gives me greater opportunity to ROLE, because the rules are cleaner and smoother, allowing me to backdrop them much easier. It also is a lot harder to power too high or low compared to others players, giving less ammunition for optimization. I've also played in plenty of WoD games that devolve into rules to resolve frequent inter-party conflict against one another. Then again, this is all just in my experience, as always YMMV.

To reiterate the point above, 4e is less rules-intensive than than 3e, yet supposedly according to the OP it encourages roll-playing because of its inherent design and concomitant "culture". Yet I assume he doesn't believe that of PF, and even if he did a lot of people would have issue with that. My experience of playstyle between different rulesets is that it boils down entirely to the preferences of the players. Some people just aren't that into roleplaying compared with the tactical aspects of combat. I too have never played WoD but then I've never been attracted to the whole dark-eyeliner thing that sort of went with it. So the differences could easily be about players with different play preferences (possibly including sub-cultural identification with the WoD-Goth axis v D&D-power gamer axis) selecting the games which suit them more than the games moulding player behaviours through mechanics. There's a whole evidential problem here. Frankly, it will be very difficult to prove it either way without some proper work and I doubt an anecdotal discussion here will make much dent to the issue (any more than previous ones have over the years). Not that it's not fun to discuss once in a while, but I don't expect a firm conclusion.

The Exchange

1 person marked this as a favorite.

I wonder how big Tempest Stormwind's head is? His goofy lil' post has become fodder for RPG arguments and linked like it's a Law for a bunch of years now.


+ 1 to Aubrey the Malformed and Aardvark Barbarian.

I would also add in my experience games like WoD as more mechanics in dealing with Social situration than games like D&D...which in my experiences leads to less RPing and more of reaching for the dice syndrome to resolve it.


3 people marked this as a favorite.
kmal2t wrote:
Tempest Stormwind wrote:

I don't think you have a conflict with the Stormwind Fallacy.

I think you are unhappy with the misuse of the Stormwind Fallacy.

This is not the fault of the idea, nor of the original Tempest Stormwind; it is the fault of those who misuse the Stormwind Fallacy.

For those who are unsure what the Stormwind Fallacy is...

It's not a law that these players are going to automatically be rollplayers, but in these games, the players who are heavy into optimization and mechanics and min-maxing etc. are much more likely to be into rollplaying at the expense of roleplaying. If a player is heavy into mechanics and spends 2 hours working on his character to figure it out to 18th level and find all the little rules and options and strategies to optimize his character for max abilities is it likely that he's also that roleplay heavy to spend another 2 hours working on his backstory and personality and such? I doubt it.

Just to open up the discussion and see how you respond kmal2t...

Most of the most advanced optimizers I know are heavily into the roleplay. They spend laborious hours fine-tuning their character to be exactly what they want to play, both in terms of their mechanical capabilities as well as their identity, origin, and personality.

To give the example I know best, I will present myself. In designing my character Tsuneh (An Onispawn Tiefling Mercenary working as an adventurer) I can guarantee you I've invested well over thirty total hours researching rules from every resource under the sun, comparing their benefits, and aligning them to create the capabilities I want in my character.

During that time, however, I also put in a great deal of thought and contemplation as to who Tsuneh is as a person. Where he came from and what caused him to become the man he is 'today.' (Today being the time of the events in the campaign.) Because of this, despite playing with many so-called 'role-players not roll-players', I'm usually the one most in-character, the one who most thoroughly assumes the role, and one who actively metagames as little as possible. (To the point of highlighting Tsuneh's history of conflicts through his 11 levels, such that I know exactly what sort of creatures/equipment/magic/terrain he knows before resorting to knowledge checks.)

The Stormwind Fallacy is there to explain people like me. People who are BOTH dedicated roleplayers and skillful optimizers. For me, the optimization facilitates the roleplay. If my character is incapable of doing what I want it to do, or is likely to get screwed by iterative probability, then that hampers my roleplaying because either the character isn't who I envisioned (thus breaking my immersion and ripping me out of the role) or s/he is going to die before their story unfolds and I'd be forced to abandon this character I lovingly and painstakingly crafted and start all over again before I was ready.


1 person marked this as a favorite.

It's not that number-crunching and optimization make for BAD roleplay... it's the fact that they're irrelevant to roleplay. Having a number-cruncher show up at your table doesn't tell you whether they'll be a good or bad roleplayer, any more than the fact that they always use purple ink on their character sheets does.

Optimization isn't bad from a roleplay perspective... it's just unimportant.


Pathfinder Adventure Path Subscriber

Wow, I wonder if I am playing a different game than some of the posters on this thread. As someone who spends hours optimizing and coming up with a backstory for each character I play 3.5 and by extension Pathfinder is one of my favorite systems. One of the reason I like PF so much is because it is so rules heavy and with so many options, however this makes it very easy to have a huge imbalance between different characters power levels. If someone simply chooses options based on what they think is appropriate there is a good chance they will have a character that simply can’t stand up to appropriate CR challenges. If I was to rate PF on a 1-10 scale with 1 being super roleplaying, and 10 being all rollplaying I would probably rate it at a 7-8.

The biggest problem is there are so many different options and rules, and with at least a third of the options being trap options the game is not an easy game to teach a new player and even experienced players make mistakes of a somewhat regular basis. It is a very easy to have widely disparate power levels at the same table which creates difficulties for the GM and regardless of how well someone roleplays they can easily be overshadowed by someone who is a much better optimizer. With all of those problems it is still a wonderful system for creating very detailed characters and a system I love, but it is a system that rewards optimizers far more than most systems and definitely more than 4E.

In the end I don't think either PF or 4E encourages roleplay or rollplay, that is mostly determined by the individual, and to a lesser extent the type of gamers he/she plays with. Finally all of these labels are overshadowed by this basic question, 'Is the person fun to hang out and game with.' If the answer is yes then system, gamer type, or whatever doesn't matter lets sit down roll some dice and talk in funny voices.

Sovereign Court

Calybos1 wrote:

It's not that number-crunching and optimization make for BAD roleplay... it's the fact that they're irrelevant to roleplay. Having a number-cruncher show up at your table doesn't tell you whether they'll be a good or bad roleplayer, any more than the fact that they always use purple ink on their character sheets does.

Optimization isn't bad from a roleplay perspective... it's just unimportant.

I think this man deserves a cookie. He hit a nail on the head, squarely.


Hama wrote:

I agree. All of the people who i know playing 4th ed are heavy rollplayers, consummate WoW and MtG players.

Now, i said most people i know. I don't know a lot of people, maybe a thousand, so please don't jump down my throat or feel insulted.

Hmmmm.... not sure if serious or just forgetful...

I'm disappointed it took until the 4th post to get in on the 4E hatin'. You paizo boyz are slipping.


3 people marked this as a favorite.
Hama wrote:
I agree. All of the people who i know playing 4th ed are heavy rollplayers, consummate WoW and MtG players.

As opposed to the good people behind Pathfinder, who have absolutely no attachment at all to Magic: The Gathering and definitely don't play World of Warcraft.


2 people marked this as a favorite.

Perhaps a corollary to the SWF is needed: Creating a game which may encourage players to develop a mastery of and appreciation for its mechanics does not necessarily mean that said game does not also encourage its players to develop strong character development and interaction as well.


Hama never specifically bashed 4e only gave his experience of the players he's seen of it. I'd really like to avoid this turning into a 4e flame-a-thon even with my own issues about it just in design. 4e is only being usd as an example to make a point just like VtM.

A lot of stuff has been said and right now I don't have time to get to all of it so here's the "short" response:

@Lord Snow (as well as some others) - your last part pretty much gets to it. There isn't an argument that any specific player can't spend a lot of time optimizing and a lot of time getting their RP stuff down. I should have figured this thread will bring a number of individual stories about people saying how they do both, and I'm sure all of you do. This isn't about every single individual, this is about gamers as a whole group and the gaming community of different games as wholes. It's to provide an alternative view that goes beyond the SWF being used to shut down this discussion when there's more to it than that.

Again, every player has their own individual style they bring to the game. There's no doubt. Some lean more to the rollplay some lean more toward the roleplay. I'm saying that the design and culture of the game pushes that person's balance toward one way or the other. Some it may be a little some it may be a lot, especially depending on the game. Your group may be just as roleplay no matter the game, but I highly doubt that the average group is just as roleplay in a game like VtM as it is in 4e. I'll expand on this more when I have more time to post on it.


kmal2t wrote:
Hama never specifically bashed 4e only gave his experience of the players he's seen of it.

Come on, let's be honest. He immediately followed it up by saying that the people he knew that play storyteller games had "gotten past" the mentality he's trying to highlight, in much the same way as someone might explain that their 6 year-old has "gotten past" their bed-wetting problem.

Sovereign Court

Ok, so SWF is out. What about hasty generalization?


PsychoticWarrior wrote:
Hama wrote:

I agree. All of the people who i know playing 4th ed are heavy rollplayers, consummate WoW and MtG players.

Now, i said most people i know. I don't know a lot of people, maybe a thousand, so please don't jump down my throat or feel insulted.

Hmmmm.... not sure if serious or just forgetful...

I'm disappointed it took until the 4th post to get in on the 4E hatin'. You paizo boyz are slipping.

What is there to hate about a dead system? ;)

Nah most of us have moved on....or just don't need phase all of our debates about 'bad' role-playing game in terms of 4th ed.

Now if you started a thread of 'Why you dislike 4th ed D&D' you probably get alot more responses...but bringing it up in this thread just seems off topic to me.


you can ask him about what his intent was regarding 4e because again I don't want this thread to revolve around 4th.

And again part of this thread's purpose was to get past how people [in threads I've seen in other sections] dismissively use the SWF to try to shut down the discussion by stating the obvious: not all optimizers are bad roleplayers.

This gets into a discussion of causation vs. correlation. Being an optimizer is not a cause of being a bad roleplayer. It is not [necessarily] zero sum that you must be an optimizer at the expense of roleplaying other than in terms of time. I would say though that there is a significant positive correlation between how mechanics-heavy a game is and the level of rollplaying there is in the sessions of that game [as a community as a whole]. Or if I'm going to be methodically credible in my assertion, at the very minimum it's a pretty credible hypothesis.

Getting back to the 2nd paragraph let me [try to] use a comparable example of my problem with how I've seen SWF used:

Person A: I posit that it's highly likely that those who work in fast food have what's often considered the "minimal requirements" of education i.e. only a high school diploma or G.E.D.
Person B: Working at fast food does not mean you're uneducated. Being uneducated is not synonymous with working in fast food. That's the Hamburger Fallacy
Person C: Ya, my buddy worked at Wendys and he had a doctorate in biochemistry!

Person A provides a reasonable hypothesis and testable observation that I'm sure has been tested and there is data on in social science circles and journals (and been shown to be true or there is no significant correlation between education and fast food)
Person B is erroneously trying to dismiss Person A's argument by stating something obvious that not all fast foodies are uneducated..but that's not the point. The point is there may be a correlation between the two and someone working in fast food is MORE LIKELY to be of lower education.
Person C is using one person example that doesn't get the point that the discussion is about the field of fast food workers as a whole and not just one worker or a few who is outside of the norm.

If we could test my theory that'd be awesome to make it "RPG fact" but until then it's just a reasonable opinion that isn't refuted by the SWF because I'm not stating that all optimizers are rollplayers.

On another topic, I find it strange that some people are experiencing more powergaming with less mechanics than the reverse. Were these people already powergamers who continued their M.O. or people that became MORE "powergamey" when the rules lessened? Were they not really powergamers and then became "powergamey" when you switched to a lower mechanic system? I'd like to hear more specifics.


kmal2t wrote:
you can ask him about what his intent was regarding 4e because again I don't want this thread to revolve around 4th.

Generally best not to mention it then, in my experience.

Presumably, you hold the same view about Pathfinder - PF tends to attract more rollplayers than VtM does and VtM tends to attract more roleplayers (as a group, whatever that qualification means)? I really havent seen anything other than assertion to support this though.

I grant that that's what you see (and it makes perfect sense that some would adjust their playstyle to suit the mechanics). However, it's not true in our case (granted we havent played VtM but if your thesis is correct wouldnt there have been some difference in how we played any of Shadowrun-OD&D-GURPS-Pathfinder?) This is the great weakness of anecdotal evidence - everything which gels with our experience "seems reasonable" and contradictory evidence is surprising and more suspect.


Steve Geddes wrote:
kmal2t wrote:
If I read a game book that spends most of its chapters in building up stats and powers and gear and then most of the game's adventures all focus around things like dialogue with the Prince of Fluffistan I'd definitely be thrown for a loop.
I think this sounds like a good approach - put the mechanics primarily in the rulebooks and then the flavour material elsewhere (I realise there's 'bleed' between the two, but isn't this basically what Paizo have done with Pathfinder?)

I have played a pretty wide range of games over the years.

I like Pathfinder and DnD well enough but I don't go out of my way to play them, same goes for a lot of the other generic systems I have played.

The games I dream about playing again are all deeply tied to their setting, either through their mechanics in an explicit manner, or through deep and immersive setting material in the core book.

- Wraith: The Oblivian
- Deadlands
- Legend of the Five Rings
- Warhammer Fantasy Roleplay
- Trail of Cthulhu
- Houses of the Blooded
- Dogs in the Vineyard
- Eclipse Phase


I heard interesting things about Wraith and I think that's the one that you play a ghost. EP was fun and definitely different and WFRP was very fun as well.

And I wouldn't say PF is super rollplay, I think I already quantified my opinion on it as a 4-5 on a 1-10 scale between 1 being roll and 10 being role (5.5 is ofc the median). And for the record I put 4e at about a 3.

And again I ask if you REALLY brought the same expectations into each game. The same playstyle. The same level of RPing etc. For example..did you bring in the same expectation of how much time you'd spend hacking shit up in Shadowrun as you did in 4e?


Scott Betts wrote:
Perhaps a corollary to the SWF is needed: Creating a game which may encourage players to develop a mastery of and appreciation for its mechanics does not necessarily mean that said game does not also encourage its players to develop strong character development and interaction as well.

I agree with the base principle, but I think it is worth noting that neither 4E, nor pathfinder actually do have robust systems for encouraging strong characters.

Wraith: The Oblivion for instance included two core systems, upon which your characters very survival depended, which existed to embed your character in the world. Passions and fetters.

You had to pursue your passions to regain one of you resources.

If you did not protect your fetters, horrible things happened to your character.

This on top of the universal willpower return mechanism from all oWOD games.

Now, Neither 4e nor pathfinder go out of their way to prevent non-combat related character development, but it is pretty laughable to say they do anything to support it, in the way that the indie scene and some WW books do and did.


I'm going to have to agree @Zombieneighbors that there is no restriction to roleplaying, but there is also no game mechanic incentive for roleplaying in PF other than maybe Hero Points. Roleplaying may be encouraged places in text, but it isn't incentivized.

Other games do have things like motivations and goals that when you do something toward them you get things like will points. I would say this is a mechanic to encourage roleplaying and playing the character's personality more.


Btw, someone before said that in WoD people rely on skill checks more than in PF for social situations. The WoD games are more social inherently, but to simply replace social interaction RPing with dice rolling I'm pretty sure goes strongly against the RAW as well as RAI.

I'd be interested to see if someone could put a side by side comparison of what a VtM book says about RPing vs. dice rolling for social situations vs. the CRB.

1 to 50 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Gamer Life / General Discussion / In Contention to the "Stormwind Fallacy" retort All Messageboards

Want to post a reply? Sign in.