Post by anarkeith on Jan 31, 2011 13:27:55 GMT -5
One of the things that strikes me as I consider various editions of D&D, and systems that we are discussing of late like Dragon Age and Savage Worlds, is the depth of detail that game mechanics deal with. The emphasis may be on different things (e.g., combat, role-playing, exploration, PC development), depending on the system. And people tend to gravitate towards systems that have mechanics for what they want to do.
That said, I prefer fewer mechanics to more mechanics, which is one of the reasons I grew disillusioned with 3.x D&D. So many feats. So many classes. Playing Randy's Lords of Chaos rules is a breath of fresh air in the character-development area. The player is allowed to choose very specifically how their character develops, within a very manageable framework. Just the right amount of detail for me as a player. However, as a GM, the combat mechanics are (for me) too involved.
Mechanics that are too involved interfere with my enjoyment of the game as a GM. 3.x D&D achieved that with its plethora of player options, and 4e D&D has matched that complexity now, but its modular nature makes the complexity easier to parse on the fly. I prefer GM'ing 4e to 3.x, but 4e is quickly reaching escape velocity from my planet-of-interest.
In January I GM'd six sessions instead of my usual two. I played in a couple as well. Pretty much all of it was 4e-based. I saw a lot of players utilizing game mechanics over role-playing. Originally, D&D contained an abstraction of combat to deal with the fact that it was a competitive part of the game. GM presents challenge. Players discuss, formulate, and present a solution. Dice are rolled to determine resolution. (The players know that combat mechanics assume die-rolling, and are usually excited to test their fortunes.)
Physical and intellectual challenges were left to the ingenuity of the players. GM presents challenge. Players discuss, formulate, and present a solution. GM adjudicates solution, perhaps calling for some die-rolling to simulate varying degrees of competence, fortune, or circumstances of which the players are unaware.
Nowadays, most players are defaulting to the combat-resolution model in response to physical and intellectual problems. That's because 4e rules contain the mechanics that enable that. The result is that physical and intellectual challenges take up far less game time than they did previously. Correspondingly, the combat mechanics of 4e contain role-playing "scripts" that choreograph the combat to give it the feel of role-playing. Role-playing without the need for players to get involved in the messy, imprecise business of making stuff up.
That's the core of the issue for me. I love the making-stuff-up part. That's what I want to do when I sit down with you all for a gaming session. I know we have to have some agreed-upon rules to create a framework for the shared experience, but when that framework becomes the focus of our time together, it all sort of loses the magic.
When a player does something completely unexpected with their character from a role-playing perspective, I am free to flow with that and create some cooperative fun. When a player throws down a newly-released rule or ability as part of the action, I am restrained by the mechanical boundary that the rule presents. Of course, one could argue that my reaction is purely an emotional one, and that it is entirely a matter of perspective. A PC's new-won power, played at precisely the right moment to turn the tide in a battle is epic fun, right?
Totally true. However, it's not the way I like to play the game. The story I want my players to write is one I'd prefer they create, from the cloth of their imaginations. Not by plugging in a choreographed component. A human playing chess plays with emotion, inspiration, and creativity. A computer playing chess leafs through a database of programmed responses, and plugs in the most advantageous choreographed component.
I'd love to hear your opinions on this.
That said, I prefer fewer mechanics to more mechanics, which is one of the reasons I grew disillusioned with 3.x D&D. So many feats. So many classes. Playing Randy's Lords of Chaos rules is a breath of fresh air in the character-development area. The player is allowed to choose very specifically how their character develops, within a very manageable framework. Just the right amount of detail for me as a player. However, as a GM, the combat mechanics are (for me) too involved.
Mechanics that are too involved interfere with my enjoyment of the game as a GM. 3.x D&D achieved that with its plethora of player options, and 4e D&D has matched that complexity now, but its modular nature makes the complexity easier to parse on the fly. I prefer GM'ing 4e to 3.x, but 4e is quickly reaching escape velocity from my planet-of-interest.
In January I GM'd six sessions instead of my usual two. I played in a couple as well. Pretty much all of it was 4e-based. I saw a lot of players utilizing game mechanics over role-playing. Originally, D&D contained an abstraction of combat to deal with the fact that it was a competitive part of the game. GM presents challenge. Players discuss, formulate, and present a solution. Dice are rolled to determine resolution. (The players know that combat mechanics assume die-rolling, and are usually excited to test their fortunes.)
Physical and intellectual challenges were left to the ingenuity of the players. GM presents challenge. Players discuss, formulate, and present a solution. GM adjudicates solution, perhaps calling for some die-rolling to simulate varying degrees of competence, fortune, or circumstances of which the players are unaware.
Nowadays, most players are defaulting to the combat-resolution model in response to physical and intellectual problems. That's because 4e rules contain the mechanics that enable that. The result is that physical and intellectual challenges take up far less game time than they did previously. Correspondingly, the combat mechanics of 4e contain role-playing "scripts" that choreograph the combat to give it the feel of role-playing. Role-playing without the need for players to get involved in the messy, imprecise business of making stuff up.
That's the core of the issue for me. I love the making-stuff-up part. That's what I want to do when I sit down with you all for a gaming session. I know we have to have some agreed-upon rules to create a framework for the shared experience, but when that framework becomes the focus of our time together, it all sort of loses the magic.
When a player does something completely unexpected with their character from a role-playing perspective, I am free to flow with that and create some cooperative fun. When a player throws down a newly-released rule or ability as part of the action, I am restrained by the mechanical boundary that the rule presents. Of course, one could argue that my reaction is purely an emotional one, and that it is entirely a matter of perspective. A PC's new-won power, played at precisely the right moment to turn the tide in a battle is epic fun, right?
Totally true. However, it's not the way I like to play the game. The story I want my players to write is one I'd prefer they create, from the cloth of their imaginations. Not by plugging in a choreographed component. A human playing chess plays with emotion, inspiration, and creativity. A computer playing chess leafs through a database of programmed responses, and plugs in the most advantageous choreographed component.
I'd love to hear your opinions on this.