RPG systems are a journey, not the destination.


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dirtypool wrote:
World's most interesting Pan wrote:
Point is, its not always a player side problem getting out of the D&D mindset. It often impacts GMs as well. Leveling is another strong D&D concept that has always worked for D&D, but for many systems its not even a thing. It can be hard for gamers to imagine a game in which there is less rewarding systemically built into the system. That achieving goals and moving the narrative along can be a reward all in itself.

Leveling has always felt a little antiquated to me. My earliest days playing were spent mostly in West End Games D6 or WW's Storyteller System, and an Experience Point expenditure system that lets you put points where you want them not only gives you greater freedom to direct how your character grows - it better serves narrative play.

"Our party just defeated Mathen the Insatiable and his horde and as such are now stronger, better at casting spells and I personally am now better at Acrobatics and have learned a new language of my choosing" is certainly not as immersive or as intertwined with the ongoing story as:

"I have spent the last several weeks spying on the motorcycle gang that uses the warehouse on Cedar lane, more than once I've just barely avoided their notice so I'm using my XP to buy myself a fourth dot of Stealth."

Of course, unless the mechanics actually enforce it, you can usually spend that XP to buy more attack skill instead, which doesn't seem as immersive or interwined.

Cthulhu tied your skill raises to successful uses of the skill. Which kind of worked, but definitely led to common rolls like Spot going up for everyone, while making it hard to intentionally get better at anything.


I usually try to get my players to read Calibrating Your Expectations by Alexandrian.

It indirectly refutes there even being a "kill rats in the basement" phase by making it clear just how capable new characters are.

As for levels, I prefer more levels with a smaller impact. Even so, I still have aspects that can only be improved through narrative. In fact, one stat I ended up adding is Tier, and I don't even bother with mechanical options at all and even describe the kind if narrative situations required to improve it, with the notation that most characters will never see it improved, but if they do, it should be a memorable moment even aside from the stat increase.


Pathfinder Rulebook Subscriber
thejeff wrote:
Of course, unless the mechanics actually enforce it, you can usually spend that XP to buy more attack skill instead, which doesn't seem as immersive or interwined.

I don't know about that. In games with dedicated combat stats that you can raise with individualized XP, it makes just as much sense that the more your character fights the better they get at fighting.


dirtypool wrote:
thejeff wrote:
Of course, unless the mechanics actually enforce it, you can usually spend that XP to buy more attack skill instead, which doesn't seem as immersive or interwined.
I don't know about that. In games with dedicated combat stats that you can raise with individualized XP, it makes just as much sense that the more your character fights the better they get at fighting.

Absolutely, but meant with your example - spent weeks spying on the motorcycle gang, but wanted to up a combat stat rather than Stealth with the XP from that time.


Pathfinder Rulebook Subscriber
thejeff wrote:
dirtypool wrote:
thejeff wrote:
Of course, unless the mechanics actually enforce it, you can usually spend that XP to buy more attack skill instead, which doesn't seem as immersive or interwined.
I don't know about that. In games with dedicated combat stats that you can raise with individualized XP, it makes just as much sense that the more your character fights the better they get at fighting.
Absolutely, but meant with your example - spent weeks spying on the motorcycle gang, but wanted to up a combat stat rather than Stealth with the XP from that time.

Of course.

My example was more meant to illustrate how if you desire narrative engagement you can do so with targeted XP spending. Leveling up almost always gives you access to new abilities and skills that come out of nowhere. You just have them now and it is rarely something that relates to what you have been doing to this point


I've recently added a homerule to my Traveller campaign. Based on milestone rewarding. I let my players up a skill point of their choice (a couple restrictions) but it needs to be something they used since the last milestone. I scrapped the rulebook system where you spend so many hours reading books and then get a bump. It just feels better this way. I also dont like player bookeeping so i've been cutting that out of my RPGs.


I haven't played Traveller in nearly 30 years! I did just buy the entire GDW classic Traveller collection on PDF from Bundle of Holding back in December.

I've been thinking about running a campaign using some classic Traveller modules set in the Spinward Marches, but instead using the bare-bones PbtA scifi game ROVERS. ROVERS is intended to provide a Traveller-like experience but using a narrative-focused ruleset.


Haladir wrote:

I haven't played Traveller in nearly 30 years! I did just buy the entire GDW classic Traveller collection on PDF from Bundle of Holding back in December.

I've been thinking about running a campaign using some classic Traveller modules set in the Spinward Marches, but instead using the bare-bones PbtA scifi game ROVERS. ROVERS is intended to provide a Traveller-like experience but using a narrative-focused ruleset.

Yeap, spent many an adventure in the Spinward Marches. Right now we are focused on the Trojan Reach. Trying to keep the Aslan from invading and the Imperials from sending warships to stop it.


World's most interesting Pan wrote:
Haladir wrote:

I haven't played Traveller in nearly 30 years! I did just buy the entire GDW classic Traveller collection on PDF from Bundle of Holding back in December.

I've been thinking about running a campaign using some classic Traveller modules set in the Spinward Marches, but instead using the bare-bones PbtA scifi game ROVERS. ROVERS is intended to provide a Traveller-like experience but using a narrative-focused ruleset.

Yeap, spent many an adventure in the Spinward Marches. Right now we are focused on the Trojan Reach. Trying to keep the Aslan from invading and the Imperials from sending warships to stop it.

If you're a Traveller fan, I would encourage you to take a look at the neo-OSR scifi/horror RPG Mothership. The rules remind me very strongly of Traveller.

The game itself is pretty darned good, but where it really shines are with the modules. I highly recommend any and all of Dead Planet, A Pound of Flesh or the scifi/horror megadungeon Gradient Descent.


The one thing really on my radar right now are the hacking rules in the new Terminator RPG. I dont particularly care about that franchise but i've heard good things about the hacking mini game it has.


I've never looked at the Terminator RPG. Their page says it uses the "S5S" system, which I've never heard of.

I'd be interested in learning more about its subsystem for computer hacking. Thus far, I've not really encountered a good one in a TTRPG.


Pathfinder Starfinder Society Subscriber
Haladir wrote:

I've never looked at the Terminator RPG. Their page says it uses the "S5S" system, which I've never heard of.

I'd be interested in learning more about its subsystem for computer hacking. Thus far, I've not really encountered a good one in a TTRPG.

S5S system


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The whole "Does System Matter" debate is raging on TTRPG Twitter again.

OSR designer Emmy Allen (author of The Stygian Library) gave a very succinct explanation of aligning the game mechanics of a TTRPG and expectations of what the game is supposed to be about.

Her argument is: "An RPG is about what is gives mechanical attention to."

The mechanics presented reward the player for engaging with them, and thus shape how the game is played: What the mechanics care about will be what the players care about. Where the mechanics and the advertised fiction are aligned to reinforce each other, the game gives the experience that's intended by the designer... and when they aren't, the game will really be about something else.

D&D (and by extension Pathfinder) is an RPG that's fundamentally about fighting monsters and taking their stuff: The vast majority of the mechanical attention of the game rules is on fighting and on treasure... and the rules about treasure mostly give mechanical attention to how the treasure improves your fighting. But that's not a big mismatch, as that's mostly what D&D advertises on the box.

An example of a mismatch is Vampire: the Masquerade (prior to v5). The fiction advertised is that it's a game about the struggles of existing as a vampire: balancing the need to feed/kill, the trade-offs of corruption and power, and how to hang on to shreds of humanity. But the rules are all about getting and using super-powers... so in-play, most VtM games end up becoming power-fantasies instead of the advertised morality plays.

An example of really good alignment is Thirsty Sword Lesbians. This is a game advertised as queer stories where emotions are revealed through high-stakes action... and the mechanics completely back up that premise. There's even a mechanic to kiss and relieve the emotional tension. It's a near-perfect match of rules and premise.

The counter-argument is that you can always ignore rules or otherwise hack the game to make it do what you want. But then, you're not playing the game as designed, and there's probably a different game out there that will give the experience you want!


Pathfinder Rulebook Subscriber
“Haladir” wrote:
An example of a mismatch is Vampire: the Masquerade (prior to v5). The fiction advertised is that it's a game about the struggles of existing as a vampire: balancing the need to feed/kill, the trade-offs of corruption and power, and how to hang on to shreds of humanity. But the rules are all about getting and using super-powers... so in-play, most VtM games end up becoming power-fantasies instead of the advertised morality plays.

I don’t actually feel there was a misalignment with Masquerade. The fiction of Masquerade always advertised it as being a game about young Vampires in a desperate power struggle with elder vampires during what is believed to be the days before the apocalypse when the eldest Vampires will return and the world will collapse. It was built around the central conceit of acquiring power so that you could last as long as possible against the forces stacking up against you.

The struggles of existing and hanging on to the shreds of humanity were part of neonate play as you begin the game - but that shifts as you gain in power and your characters priorities shift. That was always included in the core books meta plot and descriptive text, just as there were always different alternatives to the humanity system to illustrate that remaining human was not the only end goal.

Vampire: The Requiem advertised the kind of game you describe and delivers on it pretty cleanly as well.


Haladir wrote:

The whole "Does System Matter" debate is raging on TTRPG Twitter again.

OSR designer Emmy Allen (author of The Stygian Library) gave a very succinct explanation of aligning the game mechanics of a TTRPG and expectations of what the game is supposed to be about.

Her argument is: "An RPG is about what is gives mechanical attention to."

The mechanics presented reward the player for engaging with them, and thus shape how the game is played: What the mechanics care about will be what the players care about. Where the mechanics and the advertised fiction are aligned to reinforce each other, the game gives the experience that's intended by the designer... and when they aren't, the game will really be about something else.

D&D (and by extension Pathfinder) is an RPG that's fundamentally about fighting monsters and taking their stuff: The vast majority of the mechanical attention of the game rules is on fighting and on treasure... and the rules about treasure mostly give mechanical attention to how the treasure improves your fighting. But that's not a big mismatch, as that's mostly what D&D advertises on the box.

An example of a mismatch is Vampire: the Masquerade (prior to v5). The fiction advertised is that it's a game about the struggles of existing as a vampire: balancing the need to feed/kill, the trade-offs of corruption and power, and how to hang on to shreds of humanity. But the rules are all about getting and using super-powers... so in-play, most VtM games end up becoming power-fantasies instead of the advertised morality plays.

An example of really good alignment is Thirsty Sword Lesbians. This is a game advertised as queer stories where emotions are revealed through high-stakes action... and the mechanics completely back up that premise. There's even a mechanic to kiss and relieve the emotional tension. It's...

If you recall in my OP, I mentioned the Blacow Model. There is a grid in the model that has Pure Fantasy (abstraction) on one end of the realism axis, and Simulation (wargaming) on the other end. The opposite goals axis has campaign goals (story telling) and personal goals (power gaming).

Next the author examines games and places them on the graph. You get ratings like D&D being in the fantasy and story telling quadrant, where Chivalry and Sorcery is the opposite in a simulation and power gaming quadrant.

Its not fool proof, but I think it demonstrates how mechanics of a system will influence the style of play. That influence doesnt make it the only way to play the game, but I think the more you want to play against the mechanics, the more difficulty you will have in getting a group consensus. You arrive at some odds like the Vampire the Mascarade example.


dirtypool wrote:
“Haladir” wrote:
An example of a mismatch is Vampire: the Masquerade (prior to v5). The fiction advertised is that it's a game about the struggles of existing as a vampire: balancing the need to feed/kill, the trade-offs of corruption and power, and how to hang on to shreds of humanity. But the rules are all about getting and using super-powers... so in-play, most VtM games end up becoming power-fantasies instead of the advertised morality plays.
I don’t actually feel there was a misalignment with Masquerade. The fiction of Masquerade always advertised it as being a game about young Vampires in a desperate power struggle with elder vampires during what is believed to be the days before the apocalypse when the eldest Vampires will return and the world will collapse. It was built around the central conceit of acquiring power so that you could last as long as possible against the forces stacking up against you.

Interesting. Ms. Allen's description matches my personal experience with VtM pretty much exactly. I played a little VtM in the '90s, but it just didn't resonate with me. The game was pitched to me by the GM and other players as "Interview With the Vampire the RPG", and the struggles of being a vampire/hanging onto humanity was the main point of the book, and what I was interested in exploring in the game. Also, the Fox TV series Kindred: The Embraced was a vampire soap opera that was directly based on VtM, and those themes were what that show was about. After 5 or 6 sessions the game turned to power-fantasies and I just didn't enjoy playing a godlike murderer who treated people like cattle.


All my vampire experiences were ruined by egotripping power gamers who said they quit D&D because it was for ego tripping power gamers. That and all they tried to do was screw each others characters over.


Pathfinder Rulebook Subscriber
Haladir wrote:
Interesting. Ms. Allen's description matches my personal experience with VtM pretty much exactly. I played a little VtM in the '90s, but it just didn't resonate with me. The game was pitched to me by the GM and other players as "Interview With the Vampire the RPG"

You specifically spoke of the way the game billed itself. Ms. Allen's description matching your personal experience - and the way the game was pitched to you are second hand descriptions of the game. Neither includes White Wolf's depiction of the game.

V:TM Core Rulebook - Chapter One wrote:
Many of the differences between our world and the World of Darkness stem from these vampires. Ancient and inscrutable, the Kindred toy with humanity as a cat does with a trapped mouse. The immortal Kindred manipulate society to stave off the ennui and malaise that threaten them nightly, or to guard against the machinations of centuries-old rivals. Immortality is a curse to vampires, for they are locked in stagnant existences and dead bodies.
V:TM Core Rulebook - Chapter One wrote:

"Gothic-Punk" is perhaps the best way to describe the physical nature of the World of Darkness. The environment is a clashing mixture of styles and influences, and the tension caused by the juxtaposition of ethnicities, social classes and subcultures makes the world a vibrant, albeit dangerous, place.

...

The Punk aspect is the lifestyle that many denizens of the World of Darkness have adopted. In order to give their lives meaning, they rebel, crashing themselves against the crags of power. Gangs prowl the streets and organized crime breeds in the underworld, reactions to the pointlessness of living "by the book." Music is louder, faster, more violent or hypnotically monotonous, and supported by masses who find salvation in its escape. Speech is coarser, fashion is bolder, art is more shocking, and technology brings it all to everyone at the click of a button. The world is more corrupt, the people are spiritually bankrupt and escapism often replaces hope.

...

Some Kindred believe that a Reckoning is at hand, that the powers of Heaven are preparing at last to judge the vampires and what they have made of the world. Others speak of the Winnowing, or Gehenna, the night when the most ancient vampires will rise to consume their progeny, taking their lessers' cursed blood to sate their own hunger. Few admit to such superstitions, but most feel a palpable tension in these nights. Elder vampires play their hands in one fell swoop, negating centuries-long schemes in a single mad flurry of action. The war packs of the dread Sabbat hurl themselves at the fortresses of their enemies, for they fear they might not get another opportunity. Cells of Assamite cannibals, formerly held in check by a great curse, hunt other vampires and ravenously drink their blood. Vampires of uncertain lineage are hunted down and destroyed by paranoid elders who fear them as harbingers of Gehenna. Though patience is a special virtue among the immortals it is practiced less and less, and the whole Kindred world teeters on the verge of a great collective frenzy.

These quotes are pulled from the first two pages of the first full chapter of the Masquerade core book. Excluded are two Metaplot narratives told by two different characters (and different from edition to edition) and the Introduction. This is the meat and potatoes chapter of the book where you learn the setting of the world you're playing in.

Hardly described is the version of the game that is like Interview with a Vampire - or the version where you gird yourself against a slow decent away from your humanity.

"The Fox TV series [i wrote:
Kindred: The Embraced[/i] was a vampire soap opera that was directly based on VtM, and those themes were what that show was about.

It was also a show with a 1992 Fox budget - so it focused on simplified themes. So much so that it was required to change its name to Kindred: The Embraced.

Haladir wrote:
After 5 or 6 sessions the game turned to power-fantasies and I just didn't enjoy playing a godlike murderer who treated people like cattle.

The game certainly isn't for everyone. I'm not a huge fan of Masquerade myself, I much prefer Requiem which is built around the central themes you describe and has mechanics that structurally support them.

V5 was built to introduce a version of Masquerade that advances the timeline ever so slightly (and might or might not actually be taking place after the Vampire apocalypse known as Gehenna) many of the elements that are incorporated in that game that give the feeling you described were grafted onto the new edition from Vampire: The Requiem (some from Requiem 2e) It's sort of a blending of the two. Stronger mechanics of one, the tone and setting of the other.


World's most interesting Pan wrote:
Haladir wrote:

[Emmy Allen's] argument is: "An RPG is about what is gives mechanical attention to."

The mechanics presented reward the player for engaging with them, and thus shape how the game is played: What the mechanics care about will be what the players care about. Where the mechanics and the advertised fiction are aligned to reinforce each other, the game gives the experience that's intended by the designer... and when they aren't, the game will really be about something else.

If you recall in my OP, I mentioned the Blacow Model. There is a grid in the model that has Pure Fantasy (abstraction) on one end of the realism axis, and Simulation (wargaming) on the other end. The opposite goals axis has campaign goals (story telling) and personal goals (power gaming)...

Its not fool proof, but I think it demonstrates how mechanics of a system will influence the style of play. That influence doesnt make it the only way to play the game, but I think the more you want to play against the mechanics, the more difficulty you will have in getting a group consensus. You arrive at some odds like the Vampire the Mascarade example.

You see mismatches when you try to take a system designed for one type of story and try to force it to tell a different sort of story.

Another example of a mismatch in core mechanics vs. scenario design goals is, in my opinion, the Pathfinder Adventure Path "War for the Crown".

The Pathfinder RPG (both editions) is a game that's fundamentally about fighting monsters and taking their stuff. Fighting is what the vast majority of the rules and character options detail. (Sure, there are some mechanics for things that aren't fighting, but they aren't what the game gives the most mechanical attention to.) And on the "stuff" side of the premise, the vast majority of the mechanics for equipment and magic items are about how they improve your ability to fight.

But the premise of "War For the Crown" is about politics: The king is dead, there are a bunch of different people claiming to be the legitimate heir (who all have varying motives), and the PCs are supporting one claimant's right to the throne. The blurb on the back of of Crownfall (#1 of 6) reads in part:

Pathfinder #127 'Crownfall' back cover wrote:
Everyone loves a party! As Taldor's entire capital city gathers to celebrate, few realize that conspiracy and royal rivalries are about to shake the Empire to its core! ...can anyone prevent a civil war that will tear one of the Inner Sea's oldest nations apart at its rotting seams?

But when you read the actual adventure... there's a ballroom scene that uses a new "Social Round" mechanic for gathering information and gaining allies that was invented for this AP and grafted in... and then it's fight after fight after fight.

The subsequent adventures follow the same pattern: There are some social scenes that use new mechanics grafted onto to the core rules, and then it's Friday night at the fights again.

Why have so many contrived fights in a campaign that's ostensibly about politics, gaining allies, and influencing people of power? Because Pathfinder is at its core a game about fighting, and the rules just don't provide enough robust mechanics to really support a game that's ultimately about political intrigue and building political alliances.

Even Crystal Frasier, the developer of this AP, said so on her Patreon. [Note: the article is behind a paywall]

Crystal Frasier, on her Patreon, wrote:

I’m not shy about admitting that I think that the six-part adventure path series, War for the Crown, is one of my proudest professional achievements. I took a corner of the Pathfinder campaign setting that had mostly been relegated to jokes and built and extensive history and political landscape for it, then with the help of some of the most talented adventure writers in the industry we brought it to life. Players get to navigate noble conspiracies, secret societies, galas, and castles to help save what they love about their home nation as it threatens to topple into fascism.

I wasn’t subtle with the allegory, either.

While it’s far from a perfect story, I still think it’s a fun one, full of interesting characters, unexpected twists, and bizarre esoterica twisted to fun plotlines. But three years later I still have one major complaint: I don’t think the Pathfinder Roleplaying Game was the best fit for the campaign. So I’m going to tinker with converting the campaign to one of my personal favorite systems: Blue Rose, 2nd Edition .

Blue Rose is a much better match to the themes and action of a political intrigue game, especially if you want to emphasize romantic drama and themes of righteous rule vs. personal power.

Alternatively, if you want to play a game of fantasy politics that's grittier and more about assassinations and double-crosses like in Game of Thrones, another option would be to run "War For the Crown" using the RPG The Sword, The Crown, and the Unspeakable Power ("SCUP").

Either of these games provide robust mechanics for alliances, power plays, political influence, and throwing your lot with a faction. You'd be able to cut out at least three-quarters of the generic fights-for-the-sake-of-fighting encounters and focus on what the campaign is ostensibly about.


dirtypool wrote:
Haladir wrote:
Interesting. Ms. Allen's description matches my personal experience with VtM pretty much exactly. I played a little VtM in the '90s, but it just didn't resonate with me. The game was pitched to me by the GM and other players as "Interview With the Vampire the RPG"
You specifically spoke of the way the game billed itself. Ms. Allen's description matching your personal experience - and the way the game was pitched to you are second hand descriptions of the game. Neither includes White Wolf's depiction of the game.

Fair enough.

I'll admit that I never owned a copy of the book and probably never read those passages myself.

30 years ago, I was mostly interested via the "vampire as tragic/romantic hero" theme that was part of the zeitgeist. (I also seem to recall that's how White Wolf was marketing VtM.)

Of course, back then, the only WoD game I played and actually liked was Mage: The Ascension. I bought that book, and I found that the rules and premise matched very well!


Pathfinder Rulebook Subscriber

I can't speak to 1e's marketing specifically, but once the hardback 2nd edition core was released a year later the marketing focused on the factionalism of the game. Promoting punk rock pastiche's clashing with suited yuppie types and grungy bikers for control over the pieces on the chess board that was the city.

The clash between Cam, Anarch, and Sabbat was almost always the crux of the marketing.


Haladir wrote:
World's most interesting Pan wrote:
Haladir wrote:

[Emmy Allen's] argument is: "An RPG is about what is gives mechanical attention to."

The mechanics presented reward the player for engaging with them, and thus shape how the game is played: What the mechanics care about will be what the players care about. Where the mechanics and the advertised fiction are aligned to reinforce each other, the game gives the experience that's intended by the designer... and when they aren't, the game will really be about something else.

If you recall in my OP, I mentioned the Blacow Model. There is a grid in the model that has Pure Fantasy (abstraction) on one end of the realism axis, and Simulation (wargaming) on the other end. The opposite goals axis has campaign goals (story telling) and personal goals (power gaming)...

Its not fool proof, but I think it demonstrates how mechanics of a system will influence the style of play. That influence doesnt make it the only way to play the game, but I think the more you want to play against the mechanics, the more difficulty you will have in getting a group consensus. You arrive at some odds like the Vampire the Mascarade example.

You see mismatches when you try to take a system designed for one type of story and try to force it to tell a different sort of story.

Another example of a mismatch in core mechanics vs. scenario design goals is, in my opinion, the Pathfinder Adventure Path "War for the Crown".

The Pathfinder RPG (both editions) is a game that's fundamentally about fighting monsters and taking their stuff. Fighting is what the vast majority of the rules and character options detail. (Sure, there are some mechanics for things that aren't fighting, but they aren't what the game gives the most mechanical attention to.) And on the "stuff" side of the premise, the vast majority of the mechanics for equipment and magic items are about how they improve your ability to fight.

But the premise of "War For the...

The thing I love about most of the adventure paths is that they try and expand the PF system beyond fighting. I think for the most part, they are successful in the earliest parts of the APs. This tends to fall by the wayside as the complex combat system requires more and more page count to produce content for the campaign.

Another downside is that often these new mechanical systems model the stuff most gamers dislike. Tracking ammunition and rations and other resources like a mini game. I think it works best when the GM keeps the numbers under the hood, but it can still be a lot of work for the GM and players to enjoy. Sometimes the experience never materializes, and sometimes the players just want combat.

Despite all that working against the system, I still think its a worthy endeavor because it expands not only the system, but gamers concept of what an RPG can be. Anecdotal time, but I know a handful of gamers who got interested in trying new games from the APs. The attempt to push PF beyond combat sim, got them interested in what an RPG can be. They might have been more than content to just combat game for the rest of their days otherwise. So there is a benefit to APs like War for the Crown even if PF isnt the best system for it.


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I can't speak to VoTM and marketing, but I CLEARLY remember Werewolf: the Apocalypse. "When will YOU rage?" was the tag line. It was all about being a warrior for nature, Gaia and references to savage nature. Think Captain Planet with fur and teeth.

It WAS a power gaming fantasy. I got the game and was surprised at the social aspects and skill sides of the mechanics. I figured the game was 1. make a character, 2. turn into a hybrid/werewolf type form, 3. shred anyone that was polluting the environment.

However after the game dropped they were looking to immediately move on to Mage, Wraith and Faerie with ties from Werewolf to the fey, so there was this push for magic and social stuff and what not. I don't know if Vampire originally suffered an identity crisis or not, but Werewolf got kind of trampled by the other stuff in the series.

I think Mage was the one they really got right. Mage was about unmaking the current reality in favor of a new one, with the different traditions having their own opinions on how reality should look and feel. It was about subversion of others and control for yourself and your side from the get go and that never really got overwritten.

Y'know which game has the BEST marketing? Magic: The Gathering. Or at least they did when I was a teenager. There was some vague hint of some lore, the art was cool, and you got into the game simply b/c everyone else was playing it. They marketed the thing purely based around how cool it looked, at least by the time I came along.

That, and word of mouth. There were tourneys at my local comic book shop so I watched a little, thought it looked fun and bought some cards. Next thing I knew a significant amount of my college savings disappeared and I was sitting on an entire box of Fallen Empires that I'd NEVER USE! :)

Anyway, MoTG was a great game back in the day, no idea what it's doing now.


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When MtG hit the market, I took one look at it and said, "Oh, my God. This game hits every one of my compulsions. It will extract every last minute from my life and every last dollar from my wallet."

And I ran away screaming.

I have never once played MtG because I KNOW I will like too much for my own good!

(I had to learn the hard way about myself in this respect regarding AAA video games... )


I collected sports cards as a kid, and got a little into Star Wars and X-men collectable cards too. Though, I fell out of it around the time Magic, Pokemon, and Yu-Gi-Oh came out. Seems I was just a little too young to get sucked into that trap.


The way people see the role of mechanics in the game impacts their interpretation of the rules and thus the result.

For example, many people look at the rules of 3.x as serving the same role and purpose as the rules in chess, which is to say, they see the rules as defining the game and what one can do. Another, less common but equally valid view, is to have the campaign narrative define the game, and the mechanics are mere tools for communication and adding risk/tension to choices. Each of these will lead to seeing the same mechanics in a very different way.

Quote:
An RPG is about what is gives mechanical attention to.

This seems about right for the "mechanics define the game" perspective, and if designing a game to be used in that way, and think you can't easily go wrong with this idea.

But for the "mechanics are mere tools for something beyond the mechanics themselves" perspective I think the above quote is then very wrong would lead designers down the wrong path, and the resulting game would encourage the wrong perspective (as in "not the designer's intent" type of wrong).


Pathfinder Rulebook Subscriber
Interesting Character wrote:
But for the "mechanics are mere tools for something beyond the mechanics themselves" perspective I think the above quote is then very wrong would lead designers down the wrong path, and the resulting game would encourage the wrong perspective (as in "not the designer's intent" type of wrong).

I've seen you speak rather nebulously about this idea that mechanics are tools for something beyond themselves - what exactly is this concept beyond the rules of the game that the mechanics are meant to express?


dirtypool wrote:
Interesting Character wrote:
But for the "mechanics are mere tools for something beyond the mechanics themselves" perspective I think the above quote is then very wrong would lead designers down the wrong path, and the resulting game would encourage the wrong perspective (as in "not the designer's intent" type of wrong).
I've seen you speak rather nebulously about this idea that mechanics are tools for something beyond themselves - what exactly is this concept beyond the rules of the game that the mechanics are meant to express?

Difficult to explain directly, so let's follow a path of concepts.

Start with a freeform game. A gm and some players. There are a few ways of playing this way, but any of them will work for this example.

A problem with freeform is communicating sufficient details for decision-making and syncing expectations. For example, how strong is "very strong?" Local gym champ, or the incredible hulk? Certainly, if the player is expecting to toss tanks around only for the GM to say that a car is too heavy to throw, that is problematic. Certainly it seems fairly easy to solve, but now imagine the same issue for most things a player wants to do.

A simple way to make this so quick and easy that it can be resolved nearly without notice, is to have a table of strength levels with a description of how strong each level of strength is. Then you can simply state which level of strength applies. This gives you stats, yet is about communicating rather than mechanical mastery.

The next problem with freeform is handling risk and negative outcomes. Ot is never nice to fail, though failure is important for a story, and risk is only risk if there is a chance of failure. Yet having the GM arbitrarily decide you failed is hard to swallow and suffers from bias and the appearance of bias, both real and imagined. A GM can't truly be free of bias no matter how hard they try and they usually won't see it themselves, but even when being as unbiased as can be, players can find themselves feeling like they are.

The solution here is to use dice to determine if a risk pays off or not. For many, it is much much easier to take failure from a dice roll than from a person.

Of course, just flipping a coin doesn't really feel connected to the character or the scene and doesn't feel right for failure to always be the same chance. After all, a more capable character should have lower chance of failure than a less capable character. Since you already have stats, you can label the stats with numbers and then apply those numbers to your random chance method to make it so that more capable characters have better chances of success.

The same applies to task difficulty, rating the difficulty with a number lets you make more challenging tasks have a greater chance of failure.

And at this point you have an rpg system, yet nothing about system mastery nor do the mechanics dictate the game.

Additionally, some mechanics can be used situationally to give a different feel to an encounter for great benefit, even if the mechanic would be tedious and terrible if applied all the time. For example, the unstable platform penalties, great for making a shipboard encounter feel different, but not so great for a whole campaign on ships. If you see rules as "how to play" then one would feel the mechanic should apply all the time and thus be tedious, but "rules as tools" would inherently only use the mechanic when it's a benefit.


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Pathfinder Rulebook Subscriber

That is I think where your argument gets lost in all of these threads. You presented the concept of roleplaying as we all tend to define it and then at the end presented that there are two sides - each with more or less the same basic premise.

But in your earlier post you defined them as diametrically opposed concepts with differing design philosophies.

The confusion comes in the fact that your definition of this more free "rules as tools" approach is seemingly the way most people play already.


I find that how people describe their play does not match how they actually play. A well known bias in psychology.


They are opposites, aside from the standard difference between drama vs drama+details styles, there is how people think of things. The arguments about play balance and how things are too powerful or not powerful enough are arguments fundamentally based on the idea of mechanics as "how to play" while arguments about how the rules allow or disallow things they shouldn't are not (Of course, most of these arguments tend to be based on flawed understanding either of the rules or of the reality being represented).


In retrospect, I should also point out that storytelling games make it the distinction much more subtle. Generally speaking, storytelling games are "rules are how to play" type games, but they don't always seem like it at first because they lack the focus on system mastery but they still use mechanics to dictate the structure of play, who goes when and what can they do. Things are broader and more vague since the focus is kn the narrative, but it is still very much a case of rules telling you what options you have and when. The lack of numerical description doesn't change that.


Oh, I was rereading and I think tjis quote is pertinent,

Alexandrian on goals for hexcrawl, why hexes should be unknown to the player wrote:
... I want the players interacting with the game world, not the abstraction.

Emphasis mine.

Though not the entirety. especially in storytelling games, a large part of the difference is whether players are using the mechanics to talk about how they are interacting with the game world, or if they are interacting with the mechanics and dressing it up with the flavor of the game world.

For example, when I say I have a character and they ask first what my class and maybe race is, snd then think that being a bard meand I'm some sort of travelling artisan when in actuality she is a noble and uses perform oratory rather than music, having used the bard class because it by far works as the best representation of a classic noble, being well educated in many topics, taught how to fight and lead, and naturally would be taught magic if it was at all teachable.

Thus, finding the best mechanics to represent the concept of a well educated noble leads me to the bard class.

However, for many, that is backwards, they would choose the class first and then dress it up.


Pathfinder Rulebook Subscriber
Interesting Character wrote:
I find that how people describe their play does not match how they actually play. A well known bias in psychology.

If multiple players of a game in the world describe that their application of rules depends on the situation - so much so that there is a “rule” in all games to justify a DM/GM/ST’s ability to do so (both rule 0 and the “rule of cool”) wouldn’t Occam’s Razor suggest that your personal experience has not brought you into contact with these players rather than some sort of cognitive bias is in play and the players who claim to play that way are wrong about their own games?

“Interesting Character” wrote:
Generally speaking, storytelling games are "rules are how to play" type games, but they don't always seem like it at first because they lack the focus on system mastery but they still use mechanics to dictate the structure of play

We need a common frame of reference here, because when you say “storytelling games” I think it White Wolf which uses the “Storytelling” system. Your broad description above does not describe the games in that product line at all.


Interesting Character wrote:

Oh, I was rereading and I think tjis quote is pertinent,

Alexandrian on goals for hexcrawl, why hexes should be unknown to the player wrote:
... I want the players interacting with the game world, not the abstraction.

Emphasis mine.

Though not the entirety. especially in storytelling games, a large part of the difference is whether players are using the mechanics to talk about how they are interacting with the game world, or if they are interacting with the mechanics and dressing it up with the flavor of the game world.

For example, when I say I have a character and they ask first what my class and maybe race is, snd then think that being a bard meand I'm some sort of travelling artisan when in actuality she is a noble and uses perform oratory rather than music, having used the bard class because it by far works as the best representation of a classic noble, being well educated in many topics, taught how to fight and lead, and naturally would be taught magic if it was at all teachable.

Thus, finding the best mechanics to represent the concept of a well educated noble leads me to the bard class.

However, for many, that is backwards, they would choose the class first and then dress it up.

Does the order really matter? I dont think it does, however, I get what you are trying to say, but this isnt a good example.

Let me try. I was in a Kingmaker AP once and there was a sub-system for building villages, towns, capitals, etc. Adding buildings and other structures could improve the security, economy, spirituality, etc of any given community. This was represented as numbers added to particular scores of any of these areas.

Now, if players know the impact as a number, they start building structures to improve areas of need, instead of building structures that appear to be desired for the characters and fit narrative needs.

In this example, players may be using the numbers to meta game the system to get the desired outcome (the abstraction) instead of organically designing a community (the game world).

Does that seem to work?


World's most interesting Pan wrote:
Interesting Character wrote:

Oh, I was rereading and I think tjis quote is pertinent, Though not the entirety. especially in storytelling games, a large part of the difference is whether players are using the mechanics to talk about how they are interacting with the game world, or if they are interacting with the mechanics and dressing it up with the flavor of the game world.

For example, when I say I have a character and they ask first what my class and maybe race is, snd then think that being a bard meand I'm some sort of travelling artisan when in actuality she is a noble and uses perform oratory rather than music, having used the bard class because it by far works as the best representation of a classic noble, being well educated in many topics, taught how to fight and lead, and naturally would be taught magic if it was at all teachable.

Thus, finding the best mechanics to represent the concept of a well educated noble leads me to the bard class.

However, for many, that is backwards, they would choose the class first and then dress it up.

Does the order really matter? I dont think it does, however, I get what you are trying to say, but this isnt a good example.

The order does matter, though I'm not at all sure my perspective here has anything to do with IC's.

When you start with the game world idea and try to find mechanics to represent it, you may find the that mechanics that best represent your aren't effective. Maybe it's a character build that just doesn't come together effectively, despite matching the concept well. Or an action in combat that sounds like a good idea but that the action economy or something just keep from working.

When you start with the mechanics, you can always pick something effective and then wrap it in game flavor to justify it.

In an ideal game system, if you're aiming for the proper flavor for the game, you'll wind up with effective characters or actions. And vice versa - the mechanics will push you towards doing things that match the intended flavor. In practice, no game is ideal and the more breadth they try to handle, the less they'll support everything that seems like it should fit.


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Interesting Character wrote:
I usually try to get my players to read Calibrating Your Expectations by Alexandrian.

Boy, do I hate that article. I think it's bad advice.

For one, it's hyper-specific to D&D 3.5 with little-to-no application outside of that specific ruleset. Two, I don't buy Alexander's basic premise, which means the rest of the argument is, to my eyes, moot.

Interesting Charater wrote:
Haladir wrote:
An RPG is about what it gives mechanical attention to.

This seems about right for the "mechanics define the game" perspective, and if designing a game to be used in that way, and think you can't easily go wrong with this idea.

But for the "mechanics are mere tools for something beyond the mechanics themselves" perspective I think the above quote is then very wrong would lead designers down the wrong path, and the resulting game would encourage the wrong perspective (as in "not the designer's intent" type of wrong).

In at least four different threads, you've made this assertion, but then have been unable to explain what you mean by that in a manner that anyone other than you understands.

I have no doubt that you see some kind of universal RPG truth here, but I've come to the conclusion that whatever you're getting at is a distinction without a difference.


I think it's disingenuous to assume that a player is going to make in-character decisions without any mind to the rules of the RPG in question. If you ignore the rules of a game, you're not playing that game.

Yes, in most modern play-styles, a separation between player knowledge and character knowledge is assumed. You sorcerer in Golarion isn't going to know anything about plate tectonics or how to find petroleum deposits just because you, the player, happens to be a professional geologist. So having them spout in-character knowledge about such matters is inappropriate.

Aside - That wasn't always the case:
Back in the 1970s, GMs would assume that the characters knew what the players knew regardless of the anachronism. Hence a logic puzzle in White Plume Mountain that depended on characters knowing what a prime number was; or the adventure Dungeonland that assumed in-character knowledge of Alice in Wonderland; or psionic abilities that assumed the character understood terms from Freudian psychology.

But in order to engage with the game as designed and as written, the player needs to make decisions that align with the rules of the game. And those rules determine what the game is about.

For example, in OGL/3.x: Your character concept is a fighter with a polearm. You build the character to take feats that optimize using a reach weapon. Your regular fighting tactics include always taking a 5-foot step backwards to force the opponent to leave a threatened square to attack you, which gives you an extra attack of opportunity. These choices are made by the player to take better advantage of the rules of the game. That's not out-of-character knowledge coming out through the actions of the character: It's player knowledge of the rules coming through in how the player is interacting with the game. In other words, that's system mastery.

At any RPG's heart is a constant interplay between what's happening within the game-world (i.e. the Fiction of what's happening with characters) and the game mechanics (i.e. the real-world game that's being played by the people around the table.) Some RPGs put a distinct delineation between those sides, while others blur the distinction, and still others more-or-less remove the divide by expecting the players to think both in-character and out-of-character simultaneously.

A game I play pretty extensively is the OSR/story-game hybrid RPG Trophy Gold. Like OGL games, Trophy has robust dice mechanics that require the players to know how they work and what they mean. Unlike OGL, Trophy's dice mechanics are unconcerned with simulating what's going on: They're more of an oracle that guides the narrative and determines whether the player or the GM has narrative control over aspects of the current scene. There's an interplay with what's happening in the game-world and how the dice mechanics are being used by the real-world players. The player is constantly balancing the in-game choices of their character with the out-of-game experience of engaging with the rules to see how the game plays out.

I'm not saying you can't force a given RPG to play out stories or situations it wasn't designed to do. You can always modify rules, ignore rules, or make up new rules. If you want to use a rulset that's designed to simulate the explosive emotional melodrama of a telenovela to run a dungeon crawl, you can. Likewise, you could use a game that's designed to be about fighting monsters and taking their stuff to run a game about fomenting nonviolent revolution in an oppressive society and pulling the downtrodden out of poverty, but the rules as written won't support those actions: You'll need to fill in the gaps with new rules or just let the GM fill those gaps with narrative fiat. But you'd be better served by playing a game designed to tell the sort of story you want to explore.


Haladir wrote:
Interesting Character wrote:
I usually try to get my players to read Calibrating Your Expectations by Alexandrian.

Boy, do I hate that article. I think it's bad advice.

For one, it's hyper-specific to D&D 3.5 with little-to-no application outside of that specific ruleset. Two, I don't buy Alexander's basic premise, which means the rest of the argument is, to my eyes, moot.

Except the general concept isn't limited to only 3.x. A) it applies to d20 in general, such as d20 modern and so on, and B) the idea of the numbers having such meaning and mechanics being built on such an idea is perfectly viable. That concept is the foundation of my own system for example.

Additinally, I'd like to know what you think is wrong with his premise. What do you think is so flawed about it?

Quote:


Interesting Charater wrote:
Haladir wrote:
An RPG is about what it gives mechanical attention to.

This seems about right for the "mechanics define the game" perspective, and if designing a game to be used in that way, and think you can't easily go wrong with this idea.

But for the "mechanics are mere tools for something beyond the mechanics themselves" perspective I think the above quote is then very wrong would lead designers down the wrong path, and the resulting game would encourage the wrong perspective (as in "not the designer's intent" type of wrong).

In at least four different threads, you've made this assertion, but then have been unable to explain what you mean by that in a manner that anyone other than you understands.

I have always stated that I suck as describing things. Have you seen any evidence that I can describe things well other than this?

Quote:

I have no doubt that you see some kind of universal RPG truth here, but I've come to the conclusion that whatever you're getting at is a distinction without a difference.

Have you ever considered that you have one perspective and therefore only see the things from that one perspective?

For example, this sentence,

Quote:
If you ignore the rules of a game, you're not playing that game.

Is a really good description of the "rules are the game" perspective I mentioned earlier. In fact, your words work as really as a foundational statement of that perspective.

If you can't see past that concept, then is it not possible that maybe you are just blind to other possibilities, rather than those possibilities being wrong?

Quote:
Yes, in most modern play-styles, a separation between player knowledge and character knowledge is assumed.

The distinction here is not about player knowledge vs character knowledge. It is about thinking. The way one analyzes, forms understanding, and develops responses to the game world.

One example is the mechanic that lets you use an acid flask as a focus for casting acid spells for a +1 on dmg. A character isn't going to instantly being able to see any difference, it is too small to be noticeable without doing a whole series of controlled experiments, but the player sees it instantly and can measure it every time. Thus the player analyzes the value of using an acid flask differently than the character does and thus may value it greatly despite the effect being so minimal that the character might not even believe there is any effect at all just from using it a few times in combat.

But it goes further, the main visible effect in A) description, B) task resolution, and C) development of strategies and tactics.

A: when the party goes through a trapped hallway and the rogue succeeds on a perception check , does the GM describe it as "you found a poison dart trap, DC 24" or does the GM describe it as "You see a tripwire stretched across the hall and into the wall itself." The latter is presented in-world and gives only the in-world info. The former presents it as a mechanical challenge.

B: Do the players then respond instantly with "I roll my anti-trap skill" the obvious and solitary mechanical solution, or do they look at it as real people and consider options like "Hey guys. Tripwire. Don't touch it." with everyone stepping over it carefully, or maybe they get a bench and set it over the tripwire so everyone can just walk over it easily, or any number of options beyond the purely mechanical one.

C: When needing to solve problems, do the players look only at their stats and mechanics to solve everything, or do they think about things in a real world way. For example, using obscuring mist and silent image to fake a fire so everyone thinks the tower is on fire rather than under attack. Or do they use silent image to hide from zombies.

This also applies to an object's form vs function. In a video game, the function of objects is extremely limited compared to the real world version. For example, tables in Balduar's gate are basically low walls that are dressed up as tables. Players will reference the tables as tables, but they think according to video game logic, and don't even consider flipping tables or setting them on fire or breaking a leg off for a makeshift club, because in video game land such things are ridiculously impossible, but all of those things can actually be done to a real table and thus done to a table in an rpg.

But when a player thinks according to the mechanics, they apply a sort of video game logic instead of a real world logic and thus their strategies and tactics are hindered, being limited to only what is obvious from the mechanics rather than possibilities that are perfectly possible but not explicit in the mechanics.


aside:
Quote:
Back in the 1970s, GMs would assume that the characters knew what the players knew regardless of the anachronism. Hence a logic puzzle in White Plume Mountain that depended on characters knowing what a prime number was; or the adventure Dungeonland that assumed in-character knowledge of Alice in Wonderland; or psionic abilities that assumed the character understood terms from Freudian psychology.

Any reason to assume the characters wouldn't potentially know these things?

Quote:
But in order to engage with the game as designed and as written,

This is making assumptions about the game's design and labeling it is a fact.

Quote:
the player needs to make decisions that align with the rules of the game.

Why? Why is this a need? Why do players need to make decisions aligned with mechanics?

Quote:
For example, in OGL/3.x: Your character concept is a fighter with a polearm. You build the character to take feats that optimize using a reach weapon. Your regular fighting tactics include always taking a 5-foot step backwards to force the opponent to leave a threatened square to attack you, which gives you an extra attack of opportunity. These choices are made by the player to take better advantage of the rules of the game. That's not out-of-character knowledge coming out through the actions of the character: It's player knowledge of the rules coming through in how the player is interacting with the game. In other words, that's system mastery.

First, you present only two possible ways to look at this example, and second, you present this as if either of these possibilities would refute my point. Favoring either would not refute my point. Third, the second point is true because they are effectively the same thing in regards to my point, knowledge the player has (that the character does not) determining the choices the player makes.

Lastly, system mastery is a factor in the "rules are the game" perspective, not the "rules are tools" perspective.


Interesting Character wrote:
I have always stated that I suck as describing things.

On this point we are in agreement.


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Breaking a leg off a table and using it as a club sounds pretty thematic to D&D. However, in 3E/PF thats an action eating, round taking, improvised weapon getting method that sucks mechanically.

Thats system mastery or "rules are the game" perspective. What would the rules as tools perspective be?


Pathfinder Rulebook Subscriber
Interesting Character wrote:
Second, I say players describe describe their own style incorrectly because I've seen it personally many times. I've watched people play and they'll play differently than how they described. another poster actually gave a great example of this earlier, though I don't remember if it was this thread or the thread this one came from.

I’ve personally seen players accurately describe their play style many times. Does my experience negate yours, or does it just prove that we’re both using anecdotal information to back up our opinions?

“Interesting Character” wrote:
Generally speaking, storytelling games are...”

Maybe you should use a different term for your generalization of gameplay styles than one that has been in use by a particular brand for 30 years. It is the name of their system after all.

“Interesting Character” wrote:
Have you ever considered that you have one perspective and therefore only see the things from that one perspective?

Have you considered that this singular perspective coloring your perception of the broader topic might also be affecting yourself.


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World's most interesting Pan wrote:

Breaking a leg off a table and using it as a club sounds pretty thematic to D&D. However, in 3E/PF thats an action eating, round taking, improvised weapon getting method that sucks mechanically.

Thats system mastery or "rules are the game" perspective. What would the rules as tools perspective be?

That is exactly why in a game like 3E/PF, characters need to "make decisions that align with the rules of the game." Because doing otherwise is so incredibly suboptimal so much of the time. Despite some common examples, far too often the naive "just try something without considering game mechanics" approach is just blatantly ineffective when translated into mechanics.


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thejeff wrote:
World's most interesting Pan wrote:

Breaking a leg off a table and using it as a club sounds pretty thematic to D&D. However, in 3E/PF thats an action eating, round taking, improvised weapon getting method that sucks mechanically.

Thats system mastery or "rules are the game" perspective. What would the rules as tools perspective be?

That is exactly why in a game like 3E/PF, characters need to "make decisions that align with the rules of the game." Because doing otherwise is so incredibly suboptimal so much of the time.

Suboptimal according to what? How do you measure that?

First, suboptimal choices is a terrible arguement as it completely ignores the concept under debate, because optimal choices are measured mechanically, usually following video-game logic, and totally ignore the other considerations, such as sentiment, character feelings and relationships, and the inability of the character to make an equally informed choice, as the character doesn't have the time to calmly consider their actions like the player can, and the character doesn't see exact numbers and therefore must rely on judgement.

Additionally, this arguement fails as it presumes optimal choices as meaaured by the "rules are the game" perspective and ignores the fact that the other perspective would be measuring differently.

Another example is bandits. Are you assuming that the bandits will generally be a fight to the death? If the GM is playing the bandits straight, and according to the "rules as tools" perspective, the bandits will switch to escape and evade tje moment they realize they are in over their heads. People don't become bandits to fight and die, rather, they become bandits to avoid dying, and are only interested in getting the loot with minimal cost to themselves, and the moment tjey think they are going to be hurt is the moment they start worrying about survival over fighting.

Basically, if they are played like actual bandits, the players won't get to kill very many unlesa they go all ruthless and actively hunt them down and refuse to show mercy.

And when you realize that, then you realize that not only will bandits behave differently than according to video-game logic, but also that since the bandits aren't going to fight to the death, how efficiently you can kill becomes less important.

That's part of what makes golems and slimes and similar scary, because they by default will fight to the death.

The differences continue, as the idea of balance and that all encounters should be roughly on par with group level is a concept derived from the "rules are the game" style of thinking.

If you have the "rules are tools" perspective, or you know maybe read the dm guide on the subject, will instead have a wide variety of difficulty on the occasions you do have combat and most of them will be low level, since most things in nearly all the worlds are low level. Even in Golarion the majority of characters of player races are lvl 1. Sure, the bbeg and the minor bosses will be higher level, but the majority of the bad guys will be lvl 1-3. Characters going beyond that are rare, and forming even a company of characters higher than 3 would be very difficult.

And lastly, other factors will impact this as well. For example, the idea of always upping the stakes, so it must be the nation, world, or the universe at stake is not only lazy writing most of the time, but also tends to almost require the video-game idea of a pyramid of levels that is capped by a high lvl bbeg thus leading to always facing higher and higher enemies throughout the campaign.

"rules as tools" perspective doesn't need that constant increase in the mechanics, and without that expectation of ever greater stats and bonuses, handles challenges in other forms better, such as hoards of little guys, or trickery, poison, etc.

One example I played through, the bad guy was sitting on his throne as his minions fought us, until our monk slipped past and smashed him in the face, only to discover that he was actually the girl we were sent to save bound under an illusion. His strike had killed her. That wasn't a mechanic thing, it wasn't a mechanical challenge, it wasn't a "have a good buid to beat it" type of thing, and that is what the "rules as tools" perspective is good at. Something admittedly shared with the storytelling games.

You know, another way to put it is that "rules as tools" frees you to play with narratives as freely as storytelling games without giving up the usefulness of mechanical description.


There's a pretty cool article on Dicebreaker about indie RPGs and the different sort of play experience such games offer, as compared to the 500-pound gorilla in the room (D&D).

Indie RPGs show roleplaying can - and should - be far more than Dungeons & Dragons

As an aside, I've played 7 of the 10 indie RPGs mentioned in the article, and GMed 4. (Not yet tried out Spire, Jiangshi, or Dialect.) I do have a copy of Spire, but haven't yet brought it to the table.


World's most interesting Pan wrote:

Breaking a leg off a table and using it as a club sounds pretty thematic to D&D. However, in 3E/PF thats an action eating, round taking, improvised weapon getting method that sucks mechanically.

Thats system mastery or "rules are the game" perspective. What would the rules as tools perspective be?

Generally the difference impacts whether or not you'd even try something like this.

This situation is one where "rules as tools" gives me more options in handling this, such as choosing to shorten the action depending on the strength check result. For example, if the check was low, it might take a full round action, but if it was really high, it might be a move action.

With "rules as tools" I'm not limited to having it be the same action every time nor having it fit a predefined action (i.e. depending on what the situation is I could even include it as part of another action, or break it into multiple actions)

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