This is a discussion regarding preparation for combat in RPGs. It is a discussion that has taken place here before, but is also one that warrants revisiting from time-to-time.
Long have I despised the computer RPG that completely does away with respecting a player's wish to play it "naturally". Let me explain:
If an RPG, let's take Icewind Dale as an example, is designed in such a way that can result in a typical party very easily being overwhelmed by unfair numbers and strength of enemies that one normally wouldn't expect to see in the PnP equivalent of said game, then you're skewing how it must be played in favor of both the metagamer (*scoff*) and the savescummer (*spits*). Icewind Dale is guilty of this on occasion, but most notably in its Trials of the Luremaster expansion. Even the base game itself has fights that almost demand pre-buffing if the party is to survive.
What is this, you say? Crispy, have you lost your mind? Icewind Dale is the easiest RPG there is! You must suck at it! My party -- hell, my SOLO CHARACTER -- waltzed through that game without taking a scratch! You suck!
Okay, with that out of the way, what if you prefer to play a game like Icewind Dale in the following manner:
- You design all the characters in your party creatively, from the standpoint of either basing them on their portrait appearances, even if that means a sub-optimal build, or strictly from a roleplaying perspective which can easily also result in vulnerable characters
- You "go in blind", meaning you ignore online guides, walkthroughs, hints, and even upon a replay (many years later, in my case) avoid "cheating" by not necessarily pre-buffing for a particular encounter should the party not reasonably have known they were about to face a deadly fight
- You generally go about playing the game in order to have fun as opposed to dominating the game, which makes NO SENSE to the min-maxer crowd, I know
If you do these things, if you prefer to emulate PnP in a game like IWD as much as is reasonable to do so, you're inevitably going to have your face rearranged on many occasions by swarms of greater jackals, by vicious mobs of greater ice trolls, and worse. Unless you're very carefully scouting ahead with a thief (which I do, almost religiously) or use some other means of detecting what lies ahead such as frequent use of Wizard Eye, etc., then the opportunities to perform pre-buffing are likely going to be few and far between.
But a game like IWD (and moreso TotLM) makes it worse: there are too many instances of the player having no possible way to know -- unless metaknowledge is used -- that their next encounter is going to be one that utterly requires massive pre-buffing in order to even stand a chance of being successful.
**Spoilers for Trials of the Luremaster ahead:**
Here's an example from TotLM, albeit possibly an unfair one since it's the ultimate encounter of the expansion: the final meeting with the Luremaster himself.
- You've just placed all the flawless gems in their positions around the portal and it's open now
- There is a reasonable chance to expect that once you step through that portal you're going to potentially face combat
- It is possible to go back and rest before stepping through
But can you really say, if you had never played TotLM before, that you're certain that combat is going to ensue immediately upon using the portal? It turns out that isn't the case. It doesn't take long for the combat to begin -- only a short conversation with the Luremaster -- but if it were anything but a single-player computer RPG in this case, the designer of the encounter could not reasonably expect the player to know he had to prepare to the gills before facing the Luremaster for the final time. Who would know what the Luremaster would have to say to the party? He might have simply congratulated them on completing his tasks and set them free immediately. Or he might have allowed the party to prepare for combat with a courteous warning (he does seem to be quite polite, afterall).
The point is that it's a vicious circle when it comes to designing a computer RPG for a single player who might be playing the game for the first time, or even for the fifth time. You want to avoid tuning all the encounters specifically for PnP "accuracy" and "fairness" for fear that they'll all be far too easy upon replays (or just in general). But you also run the risk when designing in the other direction of forcing the player to face multiple party wipes leading to finally just giving up and "cheating" by, using the example above, standing outside the portal and casting every preparation spell in your arsenal first to take another stab at that bastard Luremaster and his bloody teleporting everywhere.
Yes, there are more challenging difficulty levels available to partially remedy this, and no, no one wants to play an RPG that guarantees success from start to finish. But there has to be concession made to the notion that an honest computer roleplaying game has to make an effort to give the fresh player a reasonable chance to make it through any given encounter that isn't prefaced by some sort of warning or clue before it takes place so that the game at least pretends to care about PnP authenticity. I contend that IWD generally does okay at this, but that TotLM does not. Again, maybe not the best example, since it's an expansion and one that was advertised as being challenging from the beginning, but the example of it remains nonetheless and makes a good model on which to base the discussion.
How does one balance the excitement of the challenge with the satisfaction of not having to resort to gaming the system (no pun intended)? Forcing the player to pre-buff without warning in order to even stand a chance is too far on one side of the scale. Then again, where's the impetus to even play if the game is a cakewalk?
These are the questions that may haunt us for all eternity.
Long have I despised the computer RPG that completely does away with respecting a player's wish to play it "naturally". Let me explain:
If an RPG, let's take Icewind Dale as an example, is designed in such a way that can result in a typical party very easily being overwhelmed by unfair numbers and strength of enemies that one normally wouldn't expect to see in the PnP equivalent of said game, then you're skewing how it must be played in favor of both the metagamer (*scoff*) and the savescummer (*spits*). Icewind Dale is guilty of this on occasion, but most notably in its Trials of the Luremaster expansion. Even the base game itself has fights that almost demand pre-buffing if the party is to survive.
What is this, you say? Crispy, have you lost your mind? Icewind Dale is the easiest RPG there is! You must suck at it! My party -- hell, my SOLO CHARACTER -- waltzed through that game without taking a scratch! You suck!
Okay, with that out of the way, what if you prefer to play a game like Icewind Dale in the following manner:
- You design all the characters in your party creatively, from the standpoint of either basing them on their portrait appearances, even if that means a sub-optimal build, or strictly from a roleplaying perspective which can easily also result in vulnerable characters
- You "go in blind", meaning you ignore online guides, walkthroughs, hints, and even upon a replay (many years later, in my case) avoid "cheating" by not necessarily pre-buffing for a particular encounter should the party not reasonably have known they were about to face a deadly fight
- You generally go about playing the game in order to have fun as opposed to dominating the game, which makes NO SENSE to the min-maxer crowd, I know
If you do these things, if you prefer to emulate PnP in a game like IWD as much as is reasonable to do so, you're inevitably going to have your face rearranged on many occasions by swarms of greater jackals, by vicious mobs of greater ice trolls, and worse. Unless you're very carefully scouting ahead with a thief (which I do, almost religiously) or use some other means of detecting what lies ahead such as frequent use of Wizard Eye, etc., then the opportunities to perform pre-buffing are likely going to be few and far between.
But a game like IWD (and moreso TotLM) makes it worse: there are too many instances of the player having no possible way to know -- unless metaknowledge is used -- that their next encounter is going to be one that utterly requires massive pre-buffing in order to even stand a chance of being successful.
**Spoilers for Trials of the Luremaster ahead:**
Here's an example from TotLM, albeit possibly an unfair one since it's the ultimate encounter of the expansion: the final meeting with the Luremaster himself.
- You've just placed all the flawless gems in their positions around the portal and it's open now
- There is a reasonable chance to expect that once you step through that portal you're going to potentially face combat
- It is possible to go back and rest before stepping through
But can you really say, if you had never played TotLM before, that you're certain that combat is going to ensue immediately upon using the portal? It turns out that isn't the case. It doesn't take long for the combat to begin -- only a short conversation with the Luremaster -- but if it were anything but a single-player computer RPG in this case, the designer of the encounter could not reasonably expect the player to know he had to prepare to the gills before facing the Luremaster for the final time. Who would know what the Luremaster would have to say to the party? He might have simply congratulated them on completing his tasks and set them free immediately. Or he might have allowed the party to prepare for combat with a courteous warning (he does seem to be quite polite, afterall).
The point is that it's a vicious circle when it comes to designing a computer RPG for a single player who might be playing the game for the first time, or even for the fifth time. You want to avoid tuning all the encounters specifically for PnP "accuracy" and "fairness" for fear that they'll all be far too easy upon replays (or just in general). But you also run the risk when designing in the other direction of forcing the player to face multiple party wipes leading to finally just giving up and "cheating" by, using the example above, standing outside the portal and casting every preparation spell in your arsenal first to take another stab at that bastard Luremaster and his bloody teleporting everywhere.
Yes, there are more challenging difficulty levels available to partially remedy this, and no, no one wants to play an RPG that guarantees success from start to finish. But there has to be concession made to the notion that an honest computer roleplaying game has to make an effort to give the fresh player a reasonable chance to make it through any given encounter that isn't prefaced by some sort of warning or clue before it takes place so that the game at least pretends to care about PnP authenticity. I contend that IWD generally does okay at this, but that TotLM does not. Again, maybe not the best example, since it's an expansion and one that was advertised as being challenging from the beginning, but the example of it remains nonetheless and makes a good model on which to base the discussion.
How does one balance the excitement of the challenge with the satisfaction of not having to resort to gaming the system (no pun intended)? Forcing the player to pre-buff without warning in order to even stand a chance is too far on one side of the scale. Then again, where's the impetus to even play if the game is a cakewalk?
These are the questions that may haunt us for all eternity.