cmagoun
Novice
- Joined
- Mar 3, 2006
- Messages
- 10
WouldBeCreator said:This is a fair argument, and one that I think I alluded to in this post or elsewhere.
You might have and I apologize for being so late to the discussion.
WouldBeCreator said:But I'm not altogether sure that it's a winner because I'm skeptical that GMs/DMs are able to stick to the rules even when there are rules...
My experience was that the rules end up being less significant in three ways...
I think that your experience is probably typical, in that a lot of GMs are habitual fudgers. I also think your conclusion is valid: If a GM is a habitual fudger, then the game he is playing isn't much different than a freeform game. But then, are the dice and stats really getting in the way of the story anymore than an arbitrary GM would? In the case of the AD&D "fudger" GM, the success of the PCs' endeavors would be ensured by GM fiat, but the *how* of the action would be determined by dice. This is much like your game, except that the how is a little less in the direct control of the GM.
I am still not a huge fan of this mode of play. I feel that habitual fudging tends to rob a game of drama and excitement (again, we are mostly talking about action sequences I think). So let's think about a different mode of play. Imagine a game in which all of the players agreed that the rules would be followed strictly, except in the cases where the GM explicitly indicated that he would be using house rules. Players also understood that character deaths were possible and that, aside from any game rules that allowed PCs to cheat death, the GM would not save them.
I think this would make for a vastly different play experience than a typical fudged game. In this game, players would have to consider each and every combat carefully. They would likely choose to avoid many fights -- not because they could not win, but because losses would be too high a probability. This would lead to more parley and more subtlety. When the PCs did enter combat, they would have to use better tactics to ensure a quick victory and if things were going badly, they would be more likely to retreat.
The GM on the other hand, would have to be more careful in his planning as well. He would have to make sure that the combat encounters were beatable within the rules of the game, or he would have to place ample clues in the world that a given encounter was too tough for the PCs. He would have to write in more ways for the PCs to resolve their quests without violence. Suddenly, characters that can sneak, research, or parley become as important as those that can fight. Spells that give information about your enemies become as sought after as those that burn them to ash.
It would take a great deal of work, but it would make for a pretty cool game.
WouldBeCreator said:That said, I'm sure in geekier crowds, there are more would-be players and the DMs are able to actually kill people. But in my experience you never had more than four or five people who were fun to play with, so why antagonize them with stupid dice rolls?
Largely, this all comes down to playstyle and what you want out of an RPG. Some people want the story to drive the action. Others like to construct a starting situation and then allow the action to drive the story. Some are more interested in a collaborative storytelling exercise and others are interested in playing a wargame with a context.
Everyone in the game has to agree to the ground rules at the beginning of the game. Will the GM fudge to save the PCs? Will he fudge to keep the villains alive so as to make a more "dramatic" final battle?
WouldBeCreator said:Indeed, to this day I don't really understand how AD&D is actually playable... How can that be fun?
Eh, AD&D is not a great game, but it is playable as is evidenced by the 1000s of people that have played it over the years. Some of those people have played by the rules, I am sure of it. Now whether AD&D is fun, or a good game design, is certainly up for debate. It hardly matters though. There are tons of good house rules that address your points. Even better, there are tons of other games that address your points and are much, much better games than AD&D.
WouldBeCreator said:We both agree that (computer) games need to be transparent. The question is not *whether* the player should see the rules but rather *how* the player should see the rules. I'm inclined to say it should be through non-numerical feedback -- graphics, the way the world reacts to you, etc.
I agree with you here in many ways and I imagine that it is certainly possible that a program could in fact be programmed in such a way so as to give me proper feedback. Here is the thing: As a player, I want to make lots of decisions and I really want my decisions to be meaningful. The reason that I personally like to see the numbers is because I feel that the numbers allow me to make more choices and deeper ones. So, in terms of combat, I can choose the fast sword that has a higher chance of a critical hit, or the slower sword that does more damage each and every swing. In terms of character development, I can choose to spend points for a 10 in sword skill, understanding that this gives my a 80% chance to hit an orc, or I can put those points into diplomacy with the knowledge that I now have a 60% chance to talk to the orc.
Can you do this without numbers? Yes, I think so. But it is less opaque to say 60% than it is to say "better than average".
WouldBeCreator said:I should add, too, that even if we're obliged to keep the *rules* of AD&D, I think it's godawful and frankly embarassing that we keep the *dice* of AD&D. Most of AD&D "decisions" really were made by the dice, not the player, if you played strictly by the rules. No matter how well I role-played my barbarian warrior, if I rolled three 1's on his HP rolls, at level 3 he would be a total joke. And if in battle against an orc, I rolled back to hit rolls, it wouldn't matter how well I planned out the fight.
Here, I don't agree entirely. Your hit point complaint is valid, but is also an easily fixed flaw in that particular game. On the other hand, if you never felt that your planning affected the outcome of a battle (or other situation), then I would attribute that to bad GMing, not a flaw in using dice or a particular rules system.
In any case, thanks again for the discussion,