Role-Playing: Gig or Game?

 

Read the rules, roam the boards, visit the games and it's all the same: Acting has replaced gaming in RPGs. Players are discouraged from studying the gamebooks; knowing about common monsters or enemies is disparaged under the derogatory term of "meta-gaming." Instead, characters should stare in wonder at the story and atmosphere that the Gamemaster creates, then blunder and stumble through the adventure. As long as they blunder and stumble using flowery language, Gamemasters reward them. I'm disgusted. I'm sick. How has it gotten this bad?

Read the rules, roam the boards, visit the games and it's all the same: Acting has replaced gaming in RPGs. Players are discouraged from studying the gamebooks; knowing about common monsters or enemies is disparaged under the derogatory term of "meta-gaming." Instead, characters should stare in wonder at the story and atmosphere that the Gamemaster creates, then blunder and stumble through the adventure. As long as they blunder and stumble using flowery language, Gamemasters reward them. I'm disgusted. I'm sick. How has it gotten this bad?

Even D&D 3rd Edition has gotten into the act by having a non-weapon proficiency called "Knowledge: Creatures". So, now, all the experienced players pretend not know what a troll is or how to kill it while some newbie makes a proficiency roll to find out if they know! If he fails his proficiency check, watch out because players now make dumb decisions so they can role-play not knowing!

And, Gamemasters! Gamemasters then reward the "good" role-playing with treasure and experience points, even if half the party gets wiped out and the Gamemaster fudges all his rolls. He rewards the players for pretending not know something. And everybody backslaps each other for being good actors and feeling oh-so-superior. That's crazy.

But, suppose that an experienced player speaks up (assuming that he has not been brainwashed into doing all this acting). He knows what a troll is and rallies the party to defeat it. If he's unlucky, he has a Nazi Gamemaster who punishes him for ruining the game for the newbie players. The newbie players don't know what a troll is and somehow it is better for the party to fail than for an experienced player's knowledge and strategy to influence it.

But, wait, that's just the beginning. Role-playing has become the new excuse for every gaming sin. Don't figure out the riddle. Don't defeat the monster. Don't win. Just say, "Oh, my character has a low intelligence. I'm just role-playing him." This instantly wipes away all blame. Do you betray the party? Or are you just lazy and sloppy? Do you have no strategy at all? It is all justifiable by saying that you are role-playing.

No, I do not suggest a return to powergaming, munchkinism and Monty Haul. Instead, players should role-play "in town" but play to win when "on adventure" and during combat. Role-playing should never be an excuse to sabotage or compromise the the party's opportunities. Role-playing is not an excuse to act cowardly, be lazy, be incompetent or to fail. Role-playing should be added on top. When you are succeeding and have figured out all the riddles and cleaned out the dungeon, then role-play. It's the icing, not the cake.

Gamemasters, you can change, too. Liberate your game. Throw out all those subjective role-playing rewards that encourage your players to focus microscopes on their characters; they are already brainwashed by the industry to role-play. Stop scripting all those stories. Start giving the players honest challenges and redeveloping their tactical and strategic skills (stories can still develop without all your artificial machinations). Stop handing out rewards to the players in your group who flub the adventure in spite of their virtuoso performances. Stop railing against meta-gaming. Let players enjoy the game by benefitting from their game knowledge and using it to strategize. Hey, you're the Gamemaster; you can invent new skills, creatures and traps to invalidate that knowledge if need be. Let the balance of power shift, from sissified actors back to competitive gamers.

Push the pendulum back. Don't abandon role-playing, just mix it with a big portion of gaming. It's not an acting gig; it's a game.

Well said that second time, View.

And, if you want to see more posts that are relevant to the rant, you should try clicking on the Total Posts link, which will show you the ones made directly after it was published. Scroll down through those until the signal-to-noise ratio drops below your tolerance level.

"It is courteous to assume the most reasonable interpretation of your partner’s point."

I tend to look at the support being offered to make each point, as well as the other viewpoints expressed within a rant; either indicates that something more is being said than my interpretation if they differ.

"Reading between posts, I’m still not sure what your stance is regarding role-playing ignorance. Looking back, I made the first comment in support of one of dmhoward’s positions, which was that expecting experienced PCs to role-play ignorance about a familiar tactical approach isn’t very fun."

"Fun." I would like to address this comment, but can't. Future articles, more depth, same drill :)

"To my knowledge, no one has offered a point that says, “because a player is able use her metagame knowledge of tactical weaknesses, she should always use the same strategies.”"

It seems to follow naturally; once you know The Working Tactic, you will use it, because it is proven to work. This happens in real life, too. If it ain't broke, don't fix it. My objection is to people who HAVEN'T fixed it themselves, who don't KNOW the solution, and haven't even HAD this problem - displaying knowledge of it.

No, expertise at it. Your characters may all be adventurers - but three weeks ago, Farti was a farmgirl. Ponna was a mere acolyte cleaning dishes. And you weren't much better yourself. Does it make sense, that when these people attempt, for the first time [EVER], tactics that they have only heard of, and -execute them perfectly- without puzzling anything out, or a single drill?

Oh, wait. ONE character had the knowledge. Somehow, he convinced all these undisciplined newbies to spend most of every day drilling away, and made sure they picked it up, since after all every single ones was a genius at learning new skills while adapting to a new way of life.

It goes back to the "success if the ONLY thing which can be fun" argument. Acknowledge that - erk, just deleted a bit. Getting into -that- area again. Sigh.

View, it's a role-playing game - not just role-playing. If we were just role-playing, then where's my Oscar for wandering into the deadly statue trap, when I knew full well it would attack me?

You glossed over my corollory of your argument, which occurs when your character is more intelligent than you are. The character is a genius. Chances are the player is average. If the stats are sacrosanct descriptors of how a character should act, then what do you do?

If you play a genius, should your DM simply look at your character's intelligence and connect all the dots for you as soon as your character has been exposed to the requisite clues? This would reflect your character's intelligence.

But I can't imagine that you'd be pleased if the DM narrated the denoument to you rather than allowing you to figure it out for yourself. Genius intelligence in your PC or not, the DM would have deprived you of your chance to resolve the story, to win the challenge. There would be no game.

Why not just read a book, in that case?

The stats mainly facilitate game choices. We can bend a little on role-playing attributes because it is impossible to play them accurately. The activity is not a simulation of reality, nor is it Shakespeare (though it might have elements of both). It compromises on these elements to make it more engaging, more playable, more enjoyable. you can try to make it less so, but to what end?

"Players like to keep their characters intact, and often resent DMs affecting them, except through game choices."

What I've been saying is that such resentment is misplaced. The problem, I believe [having encountered it before], is that GM's will smooth over any aspects of the game which they have not specifically designated for adventure. In short, there's no middle ground; there is the Challenging aspect of the game, dungeons/monsters for most people because that's what's simplest to handle, and the rest is ignored. While I suppose this may be what Dhoward meant [separate the game into clearly delineated areas of What Is Meant/Expected To Happen Here, not two entirely different activities], it is incredibly unrealistic. It's easy to let feeble NPC's whose greed outweighs their capability, fumble after the PC's goods as a token acknowledgement of the unlikelihood that a PC could actually keep such a collection of prepared-goodies in one place, but enforcing the difficulties with getting ahold of all those is something else entirely! [And not using up said resources, nor losing them, while on the way to the next supplier - then lugging all that to the dungeon itself.]

I do not think your simile is apt; in chess, each piece has several moves open to it, but it cannot take all simultaneously, and some are not even choices. Of course, it is possible to play chess against yourself, to an extent, simply by figuring out the best move for each turn. There is also a choice of which piece to move, and the relationship of the pieces to each other on the board create the setting.

Chess has more variables, not that encounter.

Your misinterpretation is fair, but still woefully inaccurate; once the players know how the trolls act, their stats, and can deduce the best strategy per occasion, they can arguably run the fight -better- than the GM now. But this, as I said, places the entire situation again in a "GM versus the Players" mode.

The tactical scenario IS routine, because although the players may not know the outcome [whether or not they will/can win], they do know HOW to win.

And my point, is that when creating new characters, it is not only incredibly unrealistic, but unfair to the world and the players to rely on the same old strategies. A world evolves; so do the strategies in it. Shouldn't the NEW generation of people in their world, have the chance to come up with their own unique methods? Shouldn't the players have a chance to exercise their mind, instead of just drawing on the same tactical knowledge, over and over again?

-Coilean mac Caiside

Neph: To my knowledge, no one has offered a point that says, “because a player is able use her metagame knowledge of tactical weaknesses, she should always use the same strategies.”"

Coil: It seems to follow naturally; once you know The Working Tactic, you will use it, because it is proven to work. This happens in real life, too. If it ain't broke, don't fix it. My objection is to people who HAVEN'T fixed it themselves, who don't KNOW the solution, and haven't even HAD this problem - displaying knowledge of it.

No, expertise at it.

P: Which is precisely why dmhoward and I posited that DMs and players should work together to account for special insights within the plot of the story. The characters read a bestiary, for an obvious example. Don't give the players the Monster Manual; just know in game, that if characters know something - that's where it came from.

Either that, or rig the encounter so that their special insight, The Way That Works, is rendered moot - such as the troll in a watery swamp. You seemed to beating that drum a moment ago, where is it now?

In this way, you don't have to deal with the drudgery of pretending you don't know skeletons take half damage from swords, for the fiftieth time you start a character. Is this what passes for role-playing?

Playing dumb is not fun - at least to me.
It is a poor excuse for role-playing, offering little in the way of character insight.

But the point which was raised to him positing that, and I will raise it myself, to you, now - is, what about those players who read all the books WITHOUT you giving anything to them? Would that not encourage players to get in a buying war between themselves and the GM's [the stores and companies would end up happy], with some players keeping secret that they have bought/read any books to make their knowledge most efficient [the GM might change things if she thought she needed to].

Nobody is asking you to play dumb - if you're getting bored with working things out for the second time, let alone the 50th, you're obviously not separating player and character enough. It's new to THEM - and if you could treat it as a new problem to work through, not merely repeating the same steps, you might come up with something new.

Imagine a monster that is nearly invulnerable, slightly less to a few substances, and vanishes instantly with a terrified screech if you expose it to water. You beat on it with the other substances, right? Or... imagine this... you let each character meander through their own individual, unique process of figuring anything out, and let them do it DIFFERENTLY than your last 50 characters did. Maybe one of them will find something neat, one of these days.

That's where making monsters for which there IS no good way to deal with them, is very useful - it FORCES people to desperately keep trying, something new.

-Coilean mac Caiside

By emphasizing role-playing to such a large extent and de-emphasizing the use of the player's own knowledge and skills, it makes playing and GMing much more similar. If playing is like GMing, except that a player "GMs" only one character while the GM GMs an entire world, many games offer less variety than they once did. Playing is relegated a simpler and narrower form of GMing, rather than a separate skill.

A pity, really. As I see it, being a great player and being a great GM involve totally different skills, goals and measures of success. Why make them so similar?

Here's my explanation for that phenomenon. These days, most players have been GMs at one time or another. When they return to being players, they use the same GMing skills, rather than see player skills as completely distinct from GMing skills. GMs, especially great ones, may accidentally lead by example; players may "GM" their characters, not realizing that the GM is not meant to be a role model for how to play.

Also, ex-GMs who are now players may rightly or wrongly believe that their current GMs need help. That is, if they unleashed all their knowledge upon the game, that the GM's game would be totally blown away so they keep the GM mentality to enforce balance themselves.

I say that it is better to address the problem directly. At the start of a campaign, let the GM know that you know a lot about the game and that he will have to GM very skillfully. If your GM is having balance problems, talk to him and suggest remedies outside the game, rather than try to do it yourself. Better for the GM to improve rather than have players try to compensate for him. If the GM is not having balance problems, you may be pleasantly surprised. Playing using all your own skills is extremely enjoyable and your concern for the GM was unnecessary baggage.

dwhoward - well said. Too many times former GMs don't want to let go. They try to play a character and run the game.

Nephandus – Most that play RPG are of above average IQ. That’s why they play, it challenges them. But part of the challenge is to figure out how a lower intelligence character would over come an obstacle. What I am saying is, if a super smart character or any character that does something that would be dumb for that character, the GM has on occasion looked at them and asked them to tell them again what they are doing. If they insist on doing dumb stuff (below the level of their character) so be it, super smart people do stupid things – look at Clinton. Low intelligent people occasionally come up with brilliant ideas. However, if they always come up with a brilliant idea, than they’re not low intelligent are they. That would be like the mage with average or below average strength always fighting hand to hand and allowed to win. How do you make a character play one stat but not another. The challenge of this game to me was how to play the character with what they have.

I appreciate the feedback all of you have provided me. It has caused me to think about my game and how I play and why. Thanks

View, on IQ. Back in the 1980's, the American Psychological Association studied the IQ's and general mental well-being of RPG gamers, in response to mounting pressure from the so-called anti-Satanist movement sirring among the fundamentalist Christian fringe. They found that while role-players tend to describe themselves and their ilk as smarter than the average person, in fact, their mental prowess was similar to the average. Their suicide rate was smaller than the average, though not so significantly that you could draw a causal link between gaming and lower rates of suicide.

Your example on mage, View, does not really address the question I posed. If the mage in your example has average strength, he should win an appropriate amount of times. He's pulled stats away from Intelligence to do so.

What I'm trying to show is that there are inherant limitations in an RPG that make it challenging (sometimes impossible) to maintain a pure narrative.

This is because it isn't just a story - it is also a game. Some people prefer to abandon the game entirely, with varying levels of success. I don't.

So, we are faced with the problem of what a character can do vs what the player can do. Attributes such as Strength or Dexterity are easy to maintain from within the game. Your success or failure will be easily defined by placing your stat against the opponent's stat. The role-playing aspect would expressed in the way you describe the move. "Muscles rippling, Samson pushes the columns apart." Physical attributes can limit your success in a move, but they do not limit the player's *choices.*

But Intelligence applies to a *decisions and choices,* an entirely different matter. Decisions are made by the player, not by the character. The player's decisions push the plot forward. They are how the player contributes to the action and solves the problem. As such, you won't be able to consistently role-play a genius character if you yourself don't make the choices of a genius. As one veteran player in our group self-deprecatingly joked every time he did something really dumb, "You can't roleplay intelligence :^) "

If the DM continually hints to the "genius character" then the player is deprived of her chance to participate fully. Every victory will have a fine print, which reads, "With help from the DM." The corollery, is that consistently good plans and "save the day" strategies will be overruled, if they originate from a character with average to low intelligence. Again, it reduces participation in the plot from the characters. Ultimately, in this style of play, players forfeit participation in the plot, trading it for a more "true" representation of their character.

So, the choice we all face is, which will you enjoy more? 1. Zipping your mouth when you have a Eureka moment that could save your party from doom?
2. Or acknowledging that this is partly a game, and offering your solution anyway?

In the case of D&D, my own group acknowledges that the Intelligence is a function of spells, languages and skills. The enhanced skill system is great, because it ties more game functions to intelligence skills (and others), making them more functional from a gaming perspective. Like Charisma, it now makes sense within the game, whereas before it only made an abstract sense, in terms of role-playing (penalizing players though).

As for the role-playing, our group enjoys it very much. If their characters are dumb, then they act dumb. But from a gaming standpoint, we no longer overrule "save the day" plans from players if their characters have low intelligence scores. To do so would be to ignore the reasons why our group plays - participation and fun. Fun, for us, is more tied to participation than "role-playing" if we have to make a choice. A lot of our group works in the theater/entertainment industry anyway, so we don't really place much artistic value in pretending for each other that we don't know skeletons are more easily destroyed with blunt weapons. That kind of role-playing ain's Shakespeare and it ain't a sublime experience.

It seemed like a good idea at the time!

It just didn't turn out well.

K.I.S.S.; Keep It Simple, Stupid. And indeed, they do.

To sum it up, there are two areas of advice: (1) what is good for the poster's game and (2) what that poster considers his advice to the majority of GMs who might ask it from him. (A GM may favor a particular eccentric style for himself but feel that most other GMs would benefit from a different style.)

There are also two main philosophies on what is enjoyable in a game: (A) the enjoyment of using strategies and solving problems from a player's own wits and knowledge to solve in-game problems and (B) the enjoyment of portraying the PC as closely as possible to the PC stats and persona.

Again, just summarizing the vectors of thought.

This seems like an interesting debate here, I've read most of the last 50 posts or so. I think that dwhoward has finally started to get to the heart of the issue back on July 4th when he started writing about GM's.

I feel that how much "role playing" and how much "tatical" in a game really depends on the GM of the group. It is the GM who creates the setting, the scenario, the challanges and all else. So ultimately it falls on the already burdened GM's shoulders to set the balance for the game. When creating the adventure the GM should account for the characters, but just as importantly if not more so, he should account for the players running those characters. He should know roughly how experienced and knowledgable his players are, and prepare accordingly. It is the GM who should place where good role-playing should happen and where the tactics should happen.

However players being players will want to go wandering off exploring beyond what the GM has prepared. This is the true test of GMing, because now he has to create the challanges off the cuff and fudge his way through without letting the players know he wasn't prepared for this. Of course the GM could restrict the players movements, but I find that bad GMing. They are PLAYER characters after all, let the players decide how to run them. Even if this means all your hard prep work goes up in smoke.

This also means that your players will have there characters act on knowledge that the characters really shouldn't have, your classic Troll debate. If as a GM you know your players have this type of knowledge, just be prepared for it.

However the bottom line of this is that everyone participating is there for some fun. The GM is central for this to be accomplished. If the GM is good, no matter what the players style of playing is, a good time will be had by all.

I think an important issue is also whose responsibility it is to make the game fun. Dwhoward is arguing for that being the GM's sole responsibility; Coilean is arguing that this encourages the players to be slothful. While I can agree that more hands make for less work, a balance might best be found between the players doing everything and the GM doing everything.

The majority of gamers (if there can be such a thing; aren't all gamers minorites in some way or another?) probably fall somewhere between Dwhoward and Coilean. Insisting that either's advice will be useful to most, let alone all, other gamers is presumptous.

No, I strongly believe that players should take responsibility for their own enjoyment of the game. Regardless of style, players are a part of the game and, thus, have the ability to sabotage it.

As I see it, GMs are responsible for providing challenges to both the players *and* their PCs. Players are responsible for accepting those challenges, organizing themselves and doing their best to overcome them.

In my "philosophy", you might say that there is a somewhat more responsibility: rather than constructing games only to challenge the PCs, the GM must also know and challenge the players, as well. But, this is not a shift in responsibility: it is just an addition.

General advice serves a purpose. Faced with many facts and alternatives but no general advice drawn from them leaves the reader wondering, "But what is your point? What should I do? What makes this interesting?"

Are all gamers so different that no advice can apply to more than a few? No, I don't think so. Sure, gamers are not identical but I believe that they have enough in common that an article can help many of them. I'm not talking just about my articles; I believe that Dragon Magazine articles can benefit many games and that a single article could even help 500 people or more.

Is it arrogant to think that one's own advice can be valuable to many people? A little, I guess. But, if you believe something strongly, you may see it as a duty to contribute it rather than keep it hidden.

In the end, readers will decide for themselves. They always have the right to stop reading, surf to another web site or throw the magazine away.

No, I strongly believe that players should take responsibility for their own enjoyment of the game. Regardless of style, players are a part of the game and, thus, have the ability to sabotage it.

Yet above, you define not only what players 'do' enjoy, but what they 'should' enjoy, to the exclusion of all else if necessary.

Perhaps that is overstating your case, but I do seem to imagine you saying something to the effect of 'priority'.

Players can sabotage the game; perhaps, for this reason, they should take responsibility for the GM's enjoyment of the game as well.

What you are saying still comes across as 'Be responsible! Admit it, you love to win! Make things fun for yourself and don't worry about 'cheating', because I've told you it isn't! Every other form of enjoyment can go to hell so long as you just *win*!'.

Though it is true that players can saboutage the game, doing so doesn't mean that they are not having fun. It usually means that the other players involved and the GM are not having any fun. I don't think that a player can have too much direct influence on how much fun he is having, but he can affect to a great degree on the enjoyment everyone else is having.

I feel that a players enjoyment of the game comes first from the calibre of the campaign being tried. If the campaign isn't that good then it is hard to enjoy it. So the GM is responsible for the base level of enjoyment to be had by all. The other major factor for any players fun, depends on all the other players. As noted above any one other player can ruin it for everyone else. But conversely, if the playing group is a good mix of people, then that can boost everyone's fun.

So in short what I'm saying (I guess), is that the baseline for everything rests on the tired shoulders of the GM, but augmentation of that level depends on the players. For this to work, a spirit of cooperation must exist between all.

Agreed dmhoward - on players being responsible for their contribution toward their own entertainment. Strangely, newbies are the most eager to jump in, while experienced players are often the most demanding of the GM.

There is usually one player in every group who chooses to negotiate exceptions to rules rather than working from within the game structure to solve the game problem. It becomes a showstopping contest of oration between DM and player, rather than a game in which players use their characters to solve problems. DMs who practice appeasement in this regard end up reinforcing arguments more than the flow of good play. The most leeway you give becomes the least that the player asks for next time.

The worst group I ever GM'd (Star Wars, D&D, Mage) was so bent on survival (losing track of "fun") that it took massive pains just to get them to agree to accept a challenge. If possible, they would hire NPCs to go into the dungeon before them. In Mage, rather than fighting the forces that threatened them and the world, they decided that they would flee to another country. I thought it was just me, until I played with them as a player Vampire, and saw them do it all over again. Their relationship with that DM was so antagonistic, that they forced the GM to write down his tactics and seal them in an envelope before a big fight would begin, to ensure that everything was "fair". Where's the trust?

Another player, the infamous tyrant DM story-purist from many of my examples, "imagined" that he commanded an army, and that this army, instead of the party, would take on a giant fortress. When I gave him a thousand reasons why his better "imagined" story was not the story we were going to play, he accused me of railroading the plot, and not facilitating is "Joan of Arc" character, which needed an army to command. Oh, the irony.

I eventually retired from DMing with that group because I realized that this one player (and former tyrant DM) would never cede control over any aspect of the story. None of these demanding people seemed to be having any fun - much less, whenever they succeeded in weasling their way out of the story. They were the most intense, the most strident, but quite often the least informed as to the spirit of the rules and why they are there.

Why do these people play RPG's? I ask this, not necessarily as a criticism: some people may indeed play for reasons other than for fun. But what are they? What do they get out of the experience if they don't even want to have their character accept the story challenge? Granted, the story-purist player had a very specific idea of the way he wanted the story to play out, but his vision was incompatible with that of the other players, the DM, and the nature of the game structure. Faced with that, I don't "get" why he wouldn't just write a book. Why try to maneuver other participants into the role of a passive witness in a game that requires participation?

Another acquaintence told me how he dealt with a similar situation. When the players refused to accept the challenge, his innkeeper offered them jobs - washing dishes, tending bar, tossing chamberpots and cleaning stables etc. They readily accepted this new and intriguing change, waiting for something to happen. It didn't. He ended the story in the tavern for those characters.

Some players come to sit at the table, but they have no intention of actually playing anything.

"other than for fun. But what are they? What do they get out of the experience if they don't even want to have their character accept the story challenge?"

The lich in an aforementioned example - she was an ancient empress of that city, who had not been given the proper burial rites. So, when she was awakened, she ruled the city. She gave the party an ultimatum - decide to serve her, or die. Instead, they chose to sneak out of the city. Her servants caught them, and prevented this escape. Did I mentioned there was a time limit on making their decision?

Instead, the group snuck out of the city again.

The group didn't choose to confront the lich. That may have been A challenge, in THE story, but the lich was not the story. She was just an event in it.

It's astonishing how some people will refuse to accept their destiny... can it be so unbelievable that those without a "destiny" could accept their normality, and inability to combat a lich, and run off like mad for another country, letting the proper authorities deal with it?

[The word you're looking for is "roleplaying", by the way. "Roleplaying" is what we get out of it - not the "fun" of winning, of being presented with an obvious goal and the chance to accomplish it.]

"Granted, the story-purist player had a very specific idea of the way he wanted the story to play out, but his vision was incompatible with that of the other players, the DM, and the nature of the game structure."

That's what I've been inquiring about regarding Dhoward [and what he has repeatedly abstained from answering], is he not saying that, conversely, since the visions of everyone else was incompatible with his, that his was incompatible with theirs?

But he seems convinced that the only way to make his points is by comparing everyone else to him.

And yes, I would say that Dhoward is encouraging a vision which is incompatible with the nature of the game structure. As several other posters, besides myself, have pointed out, it is a ROLE-PLAYING game. Hint: role-playing is the structure of the game. Rules are not rules when they are dismissed whenever convenient for you or of advantage to you.

-Coilean mac Caiside

I'm not sure what you were trying to say, but you did have a missive that should be corrected:

“Granted, the story-purist player had a very specific idea of the way he wanted the story to play out, but his vision was incompatible with that of the other players, the DM, and the nature of the game structure."

Actually, Coilean, I said that and the other thing you quoted - not DMhoward.

"That's what I've been inquiring about regarding Dhoward [and what he has repeatedly abstained from answering], is he not saying that, conversely, since the visions of everyone else was incompatible with his, that his was incompatible with theirs?"

You quote me, so I suppose you meant to address that point to me. I'll repeat:

It was a player in the group whose vision was incompatible with ...
1. the DM (me),
2. with the other players,
3. and with the nature of the game (proposing a straight narrative telling of an army battle, rather than players making choices and fighting skirmishes).

It was NOT a case of all players ganging up on the DM (me). In fact, the other players were unanimously against him, even though it disadvantaged them tactically.

Role-playing is not "a structure" at all - it is an activity, like singing. Like singing, it can have structure applied to it, through various theater games you might find in an acting class.

In the case above, this player envisioned role-playing as every player intuitively knowing how he wanted the scenario to turn out, and doing precisely that. In other words, the players were there to facilitate HIS vision. The players were outraged when he refused to let the players avoid an obviously dangerous scenario "because their characters had never experienced it." Everyone bailed on his game after that night.

I suppose one could argue that the players had no right to feel so angry - indeed, their characters hadn't been exposed to the particular danger before. It's just somewhat futile to argue about what people *should* think is fun.

>Actually, Coilean, I said that and the other thing you quoted - not DMhoward.

I don't see anything, anywhere, in that post to indicate that the quote was being attributed to Dwhoward.

And essentially, the points being made appear to be in agreement, save that the potential similarity of behavior between your GM, and Dwhoward, is observed.

Players are responsible for accepting (at least one of) the GM's challenges.

Avoiding a direct confrontation (e.g. running away and returning later) or opting for an indirect confrontation (e.g. raising an army and returning as its leader) would be "accepting the challenge". However, refusing to accept the challenge is along the lines of Nephandus' GM friend who had to resort to having an innkeeper hire the party to empty chamberpots, clean stables and so on. If players perversely insist on avoiding interesting plots and singlemindedly pursue dull ones, they can hardly blame the GM. The player has responsibility here.

A GM's challenge does not necessarily imply preparation. A GM might generate an impromptu challenge (plot direction with associated new objectives) as a result of PC actions. The PCs can have a choice of objectives and some of those objectives might be have their origin in PC histories or personalities. The key is the players have a responsibility to latch onto something which is both interesting and can sustain some sort of plot (or progression).

I do not specify how to react to players who refuse to accept any challenge. Role-playing it until the game dies, like Nephandus' GM friend did, is one option. Forcing the player's into the closest (planned or unplanned) plot is another one (though I don't care for it). Simply cutting the session short and "uninviting" the disruptive players next time is a third. Or, even cancelling the whole campaign.

(I can see where we got off track. Somebody made the assumption that "a player's responsibility to accept a GM's challenge" translates to "a player who refuses to accept a GM's well-planned challenge must be forced by the GM to accept it". The second statement simply is not the same or implied by the first.)

I agree with a lot of the previous posts.

There is a difference between (1) the players pursuing an interesting plot that was unanticipated and unplanned for by the GM and (2) the players stubbornly refusing to follow anything of interest and insisting on being dull. The first is a great test of the GM's skills; the second is merely a great test of the GM's patience.

Another mistake is to assume that "players using their own wits and game knowledge" translates into "players have no responsibility". These simply aren't the same thing.

Similarly, "playing competitively to the best of one's ability" does not translate into "win at any cost, no holds barred".

There are all kinds of variations about what can happen: a player can have fun but ruin it for other people, everybody can ruin it for everybody, one can ruin it for himself but not for others, the GM can ruin the game for the players, the players can ruin it for the GM, and so on. A GM has a out-of-proportion influence on his own game but it is still possible for others to wreck the game without the GM being at fault. A good GM can handle many situations but a few situations are just impossible, no matter what the GM does. As somebody said, "a spirit of cooperation" nicely describes what is needed.

"Avoiding a direct confrontation (e.g. running away and returning later) or opting for an indirect confrontation (e.g. raising an army and returning as its leader) would be "accepting the challenge"."

In the case of the player who wished his "Joan of Arc" character to raise an army to fight the Against the Giants campaign, I took great pains to accomodate him.

I accounted for the army and the raising of it in the story, and used it as role-playing and a story backdrop, but the game (D&D) simply is not equipped to handle tactics on that scale, and it isn't fun for the players to sit and watch while an NPC army does the work for them. To your point, the player must give me SOMETHING to work with that I can use.

I constantly gave his army reasonable story objectives that required its presence elsewhere (I let the players decide what tactics their peasant army would use on the map, what places it would hold). I gave it a vital place in the story, but made it of little use in the skirmishes which the party itself would fight. The final battle, I proposed, would have the players fighting on a cloud fortress that hovered over and threatened their army in the final land battle. Their success in the fortress against the leaders would determine the success of the land battle story.

I thought it was a suitably epic compromise between story and game, having the effect of player skirmishes instantly rewarded and reflected in the greater story.

Unfortunately, the player simply would not work with me on it. He recognized, rightfully, that I was manipulating the story to prevent him from leading the army (and thereby invalidating any other player contributions, or skirmish game element). He did not value how the army background was expanding the story and the world, and he didn't care that it prevented others from participating.

Same campaign example, to speak to an earlier point about role-playing intelligence. Said "Joan" character was a palidin of a god of tactics and defence, again to accomodate the player's role-playing vision. Unfortunately, the player's insight into these things was average to poor at best. So, to accomodate the player's vision, he expected to articulate his attack plan, and then have the DM arrange it so his plan would guarantee a win, thereby showing the "tactical genius" of the Joan character.

Sorry, Nephandus, I was using "raising an army" as an example of accepting a challenge and competing in the game through an indirect way, not responding to your post about a player who coincidentally did the same thing. That is, my only point was "accepting the GM's challenge" does not require direct PC confrontation as another post seemed to imply.

In your specific case, certainly, a player can accept a challenge and use a solution that puts the GM in a difficult situation. It isn't clear that anybody is really to blame in your situation (though some may be, I simply don't know). Some situations can develop where the game is unworkable through no fault of any of the participants.

So, you were left to

"If players perversely insist on avoiding interesting plots and singlemindedly pursue dull ones, they can hardly blame the GM. The player has responsibility here."

And who decides what is interesting, and what is dull, hmm? The GM, who put -all- their work into creating such mesmerizing plots? One of the players, as Nephandus' examples above have demonstrated? If the players consistently are not getting into the challenges, doesn't this imply that the GM is not running the sort of game which is interesting for them?

Challenges. The word implies that some sort of aggressive, in-your-face presentation of the plot is happening. If someone walked up to me and said "Hey, want to play at fisticuffs?", I'd refuse. But if I saw something interesting happening, I'd look into it, even if the people already involved hadn't created the event specifically for me.

Mayhaps the PC's are looking for something -they- are interested in. THEIR interest, not others'.

The GM is not responsible for hurling plots at the characters until they find one to play. The GM is responsible for creating a living, breathing world, where the PC's can react realistically - and that includes choosing what to do, and where to go.

-Coilean mac Caiside

To finish my thought...

So, you were left to try to find a way to continue the game that both involved the PCs but somehow made sense in light of all that had happened before and the current situation. Not easy, maybe impossible, without cooperation of the particular player. It seems to come back to that "spirit of cooperation" that everybody, both GM and players, must promote. Accepting the GM's challenges, etc. were an attempt to be more specific about what that spirit consists of.

Yes dmhoward- sometimes players must temper their role-playing zeal, if only to promote a spirit of cooperation.

In my extreme but true example, all the other players where outraged that one player consistently tried to "steal the plot and setting" forcing them to react to something that they did not want to play, rather than going with the flow. The lone player was so invested in his own character's story that he had no regard for the big picture and the contributions of others. The more attention he demanded as a role-player, the better he thought he was playing. I believe he thought he would lead by example, with the other players joining in - instead, he drowned them out. They were too polite to confront him in game.

As a Joan of Arc character, he felt that if he pressed an attack regardless of ludicrous odds, he would still win. Of course, this predetermines the outcome of his action, and is the opposite of a game, however well it fit the story. He called me unimaginative when his single-handed attack against about 15 giants and other assorted critters failed. Joan couldn’t fail, you see, because of her faith. By rolling any dice, I was getting in the way of his art.

After much discussion among the cooperative players, the campaign was dropped rather than confronting their friend on his behavior. I offered that I was not enjoying the DM’s chair anymore, and offered it back to him. We tried it that way, until his newly tyrannical tendencies as a DM left him without any players.

To be clear for those who aren’t yet - the other players were fully cooperative and interested in engaging the provided plot themselves - namely the liberation of a lost country from the control of giants.

The players wanted to make the decisions and fight the fights - to get messy, but they also wanted the epic flavor of a big story. The idea of a few people single-handedly wiping out an army of monsters that crushed another army seemed inconsistent with the internal logic in the background. They wanted the feel of something epic, while still being "hands-on."

I economically fed an emotionally involving backstory to the players and I facilitated the role-playing of key scenes that propelled the story - namely the raising of a peasant army. A noble in exile. A poor host family living in squallor. We had some emotional stakes. We had a story. We had role playing. Now we needed a game.

So I made it so the PC's would single handedly take out key objectives (skirmishes) that the army could not touch (the army was too big, or too far, not fast enough, or they were needed to defend another place, to gain more reinforcements) I always offered choices to the players about the army's assignment which affected the story, but I made it impractical to have the army take on scenarios that were specifically intended for the PCs. And the PC's also had choices on which assignments they wanted to pick. Coilean, choosing no path at all is really just choosing not to participate. Players like that are really just spectators. For that, they really don't need a DM.

All the players except one realized that the army on the move was mainly a story element, and appreciated it as such. A condition of its presence in the campaign (which they LOVED) was that the players would not be able to use it to achieve certain strategic tactical objectives, which would be made obvious in the story. It functioned as a piece of the setting, the tale of the war. Its success or failure would be modified by the PC's success or failure in taking key objectives. In my estimation, giant hordes overrunning one's homeland if the PC's fail (a common theme) would be functionally no different from routing that army (made all the better as the PC's got to know various commanders within it). The outcome of war provided the stakes, rather than the retrieval of an item, or some other standard plot.

The final straw was when the player (to the astonishment and annoyance of the rest of us) began RAGING against me because in his "vision," an entire army would accompany him wherever he went, doing what he told them to do.

Here was a role-playing purist - to be sure - acting out the role he envisioned, but with no room for other players or other contributions. As he said in his tirade to us all, "It must happen because *I* imagine it too! This is MY vision." Not “ours”.

To make an army do the work for them would place the DM in the position of performer rather than facilitator, with the players doing nothing. In effect, the disruptive role-player would be doing nothing either. No decisions. Just listening while the GM tells him the story of his character, exactly as he wants to hear it.

That, to me, is a masturbatory exercise. It is essentially, a gig, without any pretense of game.

To sum the example, I see this person as the worst extreme of a role-playing purist - just as bad if not worse than the biggest munchkins I've ever met. At least with a munchkin you can both reference the same text. With a RP purist, only the imagination is important. God help you if imaginations disagree on something.

His obsessive devotion to his "role-playing" vision prompted him to ignore the most basic rules at whim, enforcing them when it suited only him, to constantly override even basic player decisions, to play dumb when he knew the answer (or to force us to play dumb). As a DM he slapped gag orders on players who came up with good ideas, and as a player he tried to bully the DM into changing the environment rather than working from within the environment to solve the problem. His devotion to this “role-playing art” justified everything. But whatever he did, he made no allowances for elements of game, or even for the participation of others, including his DM.

He was so uncompromising in his devotion to role-playing “truthfully” that he sacrificed every other aspect of the game to it, including the participation of others.

Like most tyrant DMs, he forgot about fun. He forgot about the real-life people sitting at his table. He forgot that it was a social occasion, not a ritual, and that his guests were there for recreation and entertainment. He forgot to acknowledge that the people playing those characters were his friends. He forgot basic courtesy. Most importantly, he dissappointed all of his dear friends, and lost a few.

But at least he stayed in character until the game fell to pieces around him because nobody could play with him anymore.

Was it worth it?

"And the PC's also had choices on which assignments they wanted to pick. Coilean, choosing no path at all is really just choosing not to participate. Players like that are really just spectators. For that, they really don't need a DM."

From the sound of it, most of your PC's were willing to make those choices - it was just the one player who wouldn't let them. There is a vital difference between choosing your own path, and picking no path at all.

Do you start to feel panic when your players spend a few sessions in between scenarios without getting involved with another adventure? Does it give you the feeling that your game is losing structure?

The adventure is not to be placed above the roleplaying. The roleplaying does not take place "within" the scenarios. A GM is responsible for providing more than just a framework in between adventures, pretend there's a world when he's really just parading the hooks to all the known scenarios before them. The scenarios happen within the world; the GM makes the world realistic, by having things happen which do not concern themselves with the PC's, nor would obviously be of interest to the PC's. As time passes, the world continues to change. The characters can sit out for a few years, "retire", wait until they see something which they wish to put their talents to use on.

The players provide the roleplaying of the characters [this alone is badly-executed LARP], the GM provides the world, the setting [these together form the role-playing game]. The GM can still play the PC's just fine - he knows their capabilities, he knows what the best thing for them to do in that situation is - after all, he's written the monster's plans/tactics himself :) But this is just like playing poker against yourself - sure, you can pretend to bluff, but what good will it do?

The responsibility of the GM is to provide a realistic, external setting. The responsibility of the players is to roleplay. Neglecting either of these makes it less than a role-playing-game.

You can play a game, or roleplay, without that. Just don't call it what it ain't. Leave the enhanced wargames, as enhanced wargames, even if they are interspersed with roleplaying. And leave the roleplaying as roleplaying :)

-Coilean mac Caiside

"Do you start to feel panic when your players spend a few sessions in between scenarios without getting involved with another adventure? Does it give you the feeling that your game is losing structure?"

Our players, including the problem one, didn't like extended sessions where their characters wandered around shopping, farming, collecting taxes, mapping routes etc. I didn’t either. To engage the players, I think the story should be more interesting than having the same players just sitting and talking. So if my players insisted on these sessions, would I feel panic? No, just very bored.

We dealt with a lot of "regular world living" stuff between games on email. I was careful to make “regular life” pervasive in the campaign -just not in our "live" sessions, which picked up as close to the action as possible. It gave our characters continuity and a sense of a life apart from adventuring, and allowed them time to create brief and interesting slices of life for other players to read.

Coilean, I can see from your posts that you seem to want to dismiss me as some kind of numbercrunching wargamer. So far, I’ve said that I integrate the following activities:

• several types of theater improvisational games,
• back stories
• planned role-playing encounters with NPCs that would still further the plot,
• further 'tween game opportunities to role-play
• in-story reasons for reasonable metagame knowledge

If these things do not convince you that I have a keen regard for role-playing in my game, then nothing will. I’d warrant that the first item alone holds more role-playing acting performance and play value than most other so-called RP purists have attempted. As such, I suspect that the most strident detractors are not so much “pro-roleplaying” as they are “anti-game.”

Wargamers we are not, though that does not mean we should be somehow shamed if the tactical aspects of the game happen to be tight, paced quickly, and actually work. Nor should we feel less artistic if we choose not to pretend our characters don’t know when they are walking into obviously dangerous scenarios, when we have flexed creatively in more fruitful areas. And I will not apologize if I knit the tactical, story, and role-playing aspects of the activity together so that they support and affect each other.

We aren't there for acting class.
We aren' there to play chess.
We aren't there to write novels.

We are there for all those things.

I agree. It is safe to say that most players don't like extended sessions where their characters wander around shopping, farming, collecting taxes, mapping routes, etc. A few might enjoy them but most wouldn't. Such mundane tasks are fine as long as all the players and the GM are part of that minority and none of the players comes back later to complain that the GM's game is boring. For the average player who does not enjoy those mundane activities, it is hardly fair for him to seek out such activities and then later turn around and blame the GM for being dull.

Umm, guys? (And others too, n/o GC.)

I think we're all saying the same thing.

There's just some debate over how far a given example can have bearing on a wider scale, and until we get a collection of campaigns with different factors all listed, I don't think we can have that. Let the examples stand for their own cases, and the exceptions be noted so that others can take note if, possibly, these observations wouldn't be valid for their own games.

Oh, and as has been pointed out before, there IS middle ground here. It's not just 'in town' and 'dungeon'. You don't have to choose between battles and shopping. Nor does the game system have to explicitly provide support: politics.

The general relevance of the given example, is to warn groups against perceiving role-playing as a virtue that should never be compromised for the greater benefit of the group or occasion.

Role-playing, by itself is not sacrosanct in an RPG game. It exists within a context – a narrative setting or framework, a social occasion, a group of other participants whose imaginations may not produce compatible stories, and a set of rules that is hopefully designed to ensure everyone has a reasonable opportunity to participate.

In the example from my own campaign, we had an intelligent, artistic, passionate 30-something year old role-player who believed his sole responsibility was to be true to his character (which, for him, included the context around that character). Everything else was everybody else’s problem to solve for him. Everything else had to constantly be sacrificed to ensure the purity of his character’s role as he envisioned it.

If I am reading correctly, some people here seem to think he was right.

Following this line of thought, he failed to make room the participation of others and he failed to acknowledge that there was an environment and setting of the narrative. For the other participants, this selfishness and sabotage was no longer about his character – it became personal. They player had no respect for our time or attention. The results were catastrophic -not only for the game, but also in real life!

Context and perspective are important and should be applied critically toward role-playing, just as they are against any other aspect of playing an RPG.

'Role-playing, by itself is not sacrosanct in an RPG game. It exists within a context – a narrative setting or framework, a social occasion, a group of other participants whose imaginations may not produce compatible stories, and a set of rules that is hopefully designed to ensure everyone has a reasonable opportunity to participate.'

Nowhere do I see here 'must take place within the structure of the game, of the scenario, of the adventure, of the dungeon'. Nor does it. He was right to not do that, but also not right in where he DID base it from; the direction is correct (away, from scenario; much as you said with the skirmishes), but the direction is not correct (to, his own imagination). It's not the extent; it's the focus, which he delivered to a different place. No focus at all, leaves each factor equal

Dear FireCat,

Huh? Wanna run that by me again? I really don't understand what you're getting at.

If you're saying that Nephandus' "friend" was half right, then I see why this argument is still going.

a) Most people believe RPG's are there to have fun (and sometimes learn and grow).

b) Strategy, luck, storytelling, improvisation and "acting" are all part of the game.

c) People place different levels of emphasis on the elements stated in b.

Solutions?

1 – Play with people who's tastes don't prevent you from enjoying the game.

2 – When someone's difference in taste keeps the group from having fun, discuss it. If no enjoyable compromise can be found, leave or have the person leave the game.

3 – If you focus too much on one of the factors in b, play something else: chess, cards, once upon a time, improv or join an amateure theatre company.

4 - Stop trying to convince others that one element of b is more important than all the others, the only essential element is the enjoyment of the game, no?

Cthulhu Matata and "vive la difference"

Well said, Sam. Sorry Firecat, I didn't understand what you wrote either, but you get 1000xp for participation :^)

Perhaps an interesting sidebar (another article?) would be a discussion about how to actually deal with disruptive players. Most player groups are friends -either starting that way or ending up that way after spending many 6 hour sessions together. It's rarely practical to "uninvite" someone, and the responsibility often falls to the DM, rather than to the group as a whole.

In my own experience, I've seen several groups split up rather than confronting the spoiled sport outside of the game. Unless you want to set up with strangers, the choice often comes down to enduring the problem player, not playing at all, or asking the player (your friend) to leave.

It takes a lot of discipline to leave a game in which *another* player is being disruptive, ruining it for all.

When I left the first time, I was DM, so it ended a campaign that was otherwise very enjoyable for the other players.

When I left as a player, playing in the "problem player's" campaign (we figured since he wanted to control everything anyway, he should be DM), I managed to kill my character heroically, so no feelings were hurt.

Finally, we made another player DM to see if her style could form a happy median. The disruptive player continued to bully everyone and her to do it his way, and actually threw dice at someone in anger. That was enough for everyone, me especially.

I retired altogether, and was suprised at how relieved I felt. Months later, the other players reconvened and asked me to play, sans the spoiledsport. It was great fun, but we were all saddened by our friend's behavior. If I could do it over, I'd simply have retired much earlier rather than trying different ways to work it out.

'Huh? Wanna run that by me again? I really don't understand what you're getting at.'

Nephandus doesn't seem to be agreeing with Dwhoward to the extent of these illogical views which continue to get him new posters after the initial flurry, to debate the points (or try to; how much of a debate can you have if one side says 'I'm sorry, I can't refute or even address your arguments, but I consider them unanimously without merit, and won't say which ones these are.'?), in a longer form:

Nowhere do I see here 'must take place within the structure of the game'.
Nowhere do I see here 'must take place within the structure of the scenario'.
Nowhere do I see here 'must take place within the structure of the adventure'.
Nowhere do I see here 'must take place within the structure of the dungeon'.

'If you're saying that Nephandus' "friend" was half right, then I see why this argument is still going.'

Nothing so simple as that. It's like saying someone was half right for deciding not to kill everyone in the world by using toxic gas; they'd employ a nuclear bomb instead. I'm talking about fundamentally different qualities of a given motivation.

The rest of your post seems to summarize what everyone has been trying to tell Dwhoward :) Re Solution 4: Then why have this rant, eh?

Nouns, Firecat. Nouns.

*What* is the thing that you don't see "must 'must take place within the structure of the game etc.

*What* is like someone using a bomb intead of gas? I don't quite get the simile either.

Which "side" is saying "I can't refute your arguments?"

'*What* is the thing that you don't see "must 'must take place within the structure of the game etc.'

A direct quote, from your post:

'Role-playing, by itself is not sacrosanct in an RPG game. It exists within a context – '

When the words of another person are 'quoted' directly above another post, it is generally accepted that the new words are a direct response to the old. And implicitly, the 'quoted' words are for use as a source in understanding the new words.

'*What* is like someone using a bomb intead of gas? I don't quite get the simile either.'

The theory Sam had about your player being 'half right'.

'Which "side" is saying "I can't refute your arguments?"'

For further clarification, look for posts by 'Coilean', dates as follows, and check out Dwhoward's around them.

On June 29, 2002 05:37 PM, On June 29, 2002 05:15 PM, On June 25, 2002 12:23 AM, On June 25, 2002 12:15 AM, On June 24, 2002 10:28 PM, and On June 24, 2002 08:48 PM.

And a post by me, 'FireCat' :) on On June 25, 2002 02:23 PM. Oh, I found one more 'Coilean' post, earlier: June 24, 2002 07:16 AM.

Coilean mac Caiside's posts are often incoherent, rife with personal attacks and usually argued in bad faith (by intentionally misunderstanding other posters and by constructing "straw man" arguments).

Such posts are not worth reading, let alone worth responding to. Such posts are worthless with no counterargument needed; they are worthless on their face. If a reader is such that Coilean mac Caiside's posts appeal to him and are convincing, I am content to lose that reader and let him be convinced that I am wrong.

If somebody (besides Coilean mac Caiside) could fashion one of Coilean mac Caiside's arguments into a coherent and genuine post, written in good faith, I'd be willing to respond.

"Coilean mac Caiside's posts are often incoherent, "

Essentially, they are hard for you to understand, aye?

"rife with personal attacks"

If they are so "rife" with personal attacks, how hard could it be to find one or two and demonstrate them? A personal attack would be, on the June 24th [10:28 PM] post, replying to "As an author, I feel a personal obligation to address legitimate reader questions and discussions; as the person responding, I get to choose which are legitimate. But, as a reader, you should feel no such obligation." with "Have you ever considered a career in political office, Dhoward? I am sure your attitude of "If you don't like my lies, at least let me bullshit all the other people here!"."; I didn't, I simply addressed the presumption that other people would blindly believe in your righteousness for matters you did not care to debate [your original point is also incorrect; you get to choose which to reply to, as the person responding, NOT which are legitimate].

"and usually argued in bad faith (by intentionally misunderstanding other posters"

I find it difficult to imagine the arrogant kind of mind which must be required to presume that, if your logic is not instantly, intuitively comprehensible to a reader, they are deliberately misconstruing you.

"and by constructing "straw man" arguments)."

Again, some examples would be nice. I've seen other people do it; why haven't you? Where's your evidence, Dhoward, where's your -proof-?

-Coilean mac Caiside

"Such posts are not worth reading, let alone worth responding to. Such posts are worthless with no counterargument needed; they are worthless on their face. If a reader is such that Coilean mac Caiside's posts appeal to him and are convincing, I am content to lose that reader and let him be convinced that I am wrong."

No translation here:

Dhoward constantly makes posts which invoke points refuted by earlier posts, and makes ridiculous claims about those who disagree with him based on little more than his own opinion [as amply demonstrated by the utter lack of one shred of proof which he has been able to draw forth, after being challenged to do so on multiple occasions, which prove his allegations]. Those posting to disagree with him have often included all their references directly, making the re-writing of old points unnecessary. Such posts are worthless without the consideration of previous posts; they are worthless on their face, until someone takes them in context. Dhoward's posts, by contrast, are always right, on their face - they cannot be disproven until one attempts to verify his claims by checking them against earlier posts. If a reader is such that they are willing to take such points on faith alone, without researching the facts, I am content to allow such posters a single idiotic flame which nicely demonstrates their complete ignorance of this matter.

-Coilean mac Caiside

You just called me a liar and a bullshitter. You said that I'm arrogant. Those are personal attacks. But, like I said, anybody who believes in your "mislogic" isn't worth convincing. If they believe such stuff, I'm content to let them think that I'm wrong.

/me coughs.

"You just called me a liar and a bullshitter." ... "Those are personal attacks."

HELLO!?! Did I not just SAY this???

I was explicitly demonstrating what a personal attack WOULD BE, as an EXAMPLE of one, to SHOW that I did NOT earlier.

And yes, arrogant you are. Unless you have a better word for making that kind of presumption? See, if you'd actually decided to directly address my description of your behavior, that would be one thing. But you didn't - you didn't argue that you hadn't been doing that, and I believe it's because you CAN'T. When you can challenge my points directly, instead of just whining "You called me a name! You're evil! You're also automatically wrong! Go away!", come back and try another post.

-Coilean mac Caiside

Let's give this another try:

If I had wanted to make personal attacks, I would have followed up "did NOT earlier." with a couple of line returns, and "But I forgive you. After all, the ability to understand my posts -does- require a basic grasp of syntax."; if I had wanted to be REALLY vicious, I would have changed "required" to "implied".

But not only do I lack the inclination or need to make such attacks, that one is not even accurate. True, you missed the syntax there; but you're amply demonstrated your capability to do so before.

-Coilean mac Caiside, waiting for Dhoward to scream about more personal attacks

Postscript: Yes, THAT was another one - by implying that, in the same post as pointed out your error and demonstrated again, you would miss it all ;)

I've given some thought to the issue of personal playing style. I agree that a single game can accommodate several styles. I also agree that some styles are incompatible with some, many or all games, as with Nephandus' friend who seems only compatible with himself. But, I also say that certain playing styles lead to a longer lasting and more enjoyable game.

A related question that nobody has asked of me is "If the style in the rant is so great, why isn't it obvious? Wouldn't people realize that it is more enjoyable and naturally do it?"

Well, no. Some players try to enhance gaming into an art. Producing art can give a person a sense of satisfaction but satisfaction and fun are not really the same thing. The allure of producing art is the challenge to see whether it can be done or not and to express oneself. Once a particular piece of art has been achieved or expressed, it can quickly lose its value to the artist. The artist probably wants to move on to new art. This explains why even very dedicated role-players have difficulty keeping an interest in a single PC or game. Once the PC's personality has been fleshed out and expressed adequately (which usually only takes a few adventures), the PC is no longer interesting.

My rant encourages a style that revitalizes an interest in the accumulation of experience, treasure, magic and levels, that is, an interest in growing a PC and seeing him survive. To do that, it reintroduces the old idea of having the PC be a representative of the player, not just a role that the player acts out. Sadly, these days, that's taboo: any interest in accumulation (or improvement) of a PC is considered munchkinism. But it seems unavoidable: without an interest in growing the PC, portraying a relatively static PC is hard for even experienced role-players to maintain interest in over the long term. After a few adventures, it is tempting to want to invent a new personality with new quirks to make it fresh again.

I'd say that one-off games are actually much more suitable for the "acting" style. Conversely, a campaign seems to thrive on development and change in the PC. If the player is not interested in seeing his PC change significantly, but only interested in remaining faithful to the role of his PC, one-off games would allow that player to explore many more PC personalities and express himself better than being chained to the same PC for the duration of a campaign.

But campaigns have another attribute: they give a reason for people to regularly show up. With one-off games, there is no continuity so players may not attend consistently. So, while I think that the "acting" style is workable, if the players are skillful, I suggest that the style in my rant allows more enjoyment and interest to be taken from the game.

On a side note, I've always found it curious that, among all the great role-players that I've seen, a PC rarely struggles against and certainly never overcomes his personality faults. That is, I've never seen an alcoholic dwarf struggle and finally break his addiction. Those alcoholic dwarves never seem to break the cycle: if played out, they always end dying of their alcoholism or some foolhardy action from having "one too many".

Strangely, most books and films about alcoholics revolve around the struggle and, usually, end with the alcoholic overcoming his addition. Why is it that the people in books seem to struggle so hard while PCs never seem to have a moment's doubt and blithely pursue their addictions?

Has a PC ever been played were he started off with a bad trait (or even just an unhelpful one) and, sometime, later, managed to completely throw off that habit? That is, has anybody seen a naive PC become savvy over time? As a reckless PC ever survived long enough to say to himself, "Hey, busting down doors is going to get me killed one of these days, maybe I'll change."? Has a PC ever had a life-altering event that released him from his own demons (as opposed to those all too common events where a good guy spontaneously turns to evil)?

Highlights of Coilean’s logic and fair and reasonable debating style, from the beginning of this thread.

[Ad homenin – what relevance does surprising dmhoward have? This was the first personal shot in the thread btw]

It may surprise you, Dhoward, but there are other people playing in the game (and they're not just figments of your imagination - they're figments of mine, and so are you) - people besides you that have a vested interest in how the game turns out, and their idea of it may not mesh with yours. The game is not dictated by you alone.

[Either/Or Fallacy – that there are only two styles of play, and that to argue against playing dumb is to dismiss all role-playing]

You seem to be emphasizing a return to the "rote memorization" school of competence – […] Now, I am of the "players exercising their minds to create something new is good" school of thought

[Ad homenin]
Your view of "GAMING" seems very narrow. Are you sure you even have the right word?

[Either/Or Fallacy, straw man, possible ad homenin – could this be phrased in a way that does not characterize for us what dmhoward wants?]

you elevate the importance, not just of your own plots to the top. What you want, is The Way Things Are Going, and everything should happen to advance that plotline, or else not happen at all

[Condescension, point?]
I can spend the rest of the morning categorizing the myriad ways this statement is wrong.
Let me let you in on a little secret of life, Caliban/Dhoward - people are stupid. Not everyone is a trained SEAL team. You could go into a dungeon to [imagine this] EXPLORE, and have deliberately NOT asked people about what was down there because you wanted to find out for yourself

[Either/Or Fallacy – that role-playing and tactical games cannot co-exist – by definition it is a role-playing game]
And why allow a tactical view of things, which you yourself admit to be in the minority [yet fail to connect to your own words about only being useful in a few campaigns], to occur at the expense of good roleplaying?

[No Thesis, Apparent Straw Man - while addressed to dmhoward, it doesn’t really engage any of his arguments.]
Dhoward, I've told my players to look around a store next time they are in one, toy stories, general stories, et cetera. Why? To look around for ideas. See things, and imagine how they might be used in the game.

[Attempted Ad homenin? -by implication that you cannot imagine dmhoward enjoying creativity]

And that's the kind of creative tactics, which, somehow, I just cannot envision you enjoying.

[Straw Man - combative, but does not address any particular point made by anyone]
You can learn the stats of the monsters, but that matters little. Your tactics are supposed to vary, and if you spend more time describing your cool moves than everyone does rolling dice to figure out what happened because of it, then you're doing well. But you can't just use the same tactic in every environment, because you won't always be in the same environment,

[Ad homenin fallacy – again characterizing the opponent rather than the argument, and based on “tone?”)

Whether or not you make it a Rule, you are still advocating just that - but in the tone of one who is gently leading misguided children back to the One True Way it was once done.

[Faulty premise, ad homenin]
“You're right, too - it WAS once done that way. But, like all children, we grew up - and now roleplaying is more than just another word for a wargame”

1. Assumes that we did not roleplay as we were younger
2. Based on that assumption, it assumes that roleplaying by older people is “more mature” if they do it now, and didn’t do it then
3. Extends further for the ad homenin, which is that dissenters to your style are like children.

[Not a flaw, just ironic]

“But your logic is still broken ;)”
Aye, 'tis SO difficult to make a logic tree when others keep on wasting time uprooting fundamental flaws in said logic :)
[…]

[Ad homenin fallacy – engaging in speculation rather than engaging the argument]
You seem to have a very fixed idea of what a great GM would be, and conversely, what we need to DO to -be- great GM's.

[“Minority” Relevance ie. This movie had a big audience, therefore is a good movie]
“To paraphrase a point I made earlier, you are, by your own admittance, in the minority. Why haven't you applied your own advice to yourself, in acknowledging that your article won't be of use to everyone, in fact only to a small number of people?”

[Ad homenin]
“ It's only natural that you'd not want to waste any time discussing how you're wrong, when you could be putting forth more of them [fallible points].”
“I must wonder if you are the player or the GM in your game.”

On June 17, 2002 07:11 PM – [post does not appear to address anything, nor to have a point.]

[Unwarranted abusive sarcasm.]
A few questions about your group, Dhoward - do they have com-links internal to the helmets, a mental connection, some other way of keeping instantaneously in touch?
[…]
And a warning: don't let anything we try, including "common sense", stop you now! You're -so- close... the only threat left to your carefully laid plans now, is

[abusive ad homenin, does not address any actual point]
[assumes “middle ground” when it does not appear to be so. Dmhoward and I have posited a blend of RP and game. Coil has repeatedly called only for RP. Which is closer to “middle ground”]
Seriously, Dhoward, you can play your own friggin' game however the hell you want, but don't tell the rest of us we have to go with your flow, or be trying to ruin everything. Maybe where you live everything is so black-and-white. But where many of us are, there's plenty of middle ground.

[condescension]
-laughs- You've never played The Dying Earth, have you, Dhoward?

[ad homenin]
You seem overly obsessed with control, and I love being the one to point this out to you - you can show people that they have a choice, but it's rather hard to stuff the genie back in the bottle after - you can't simply tell people that they don't have even have the rights anymore to choo

[ad homenin]
And this goal has been expressed by whom - yourself? It may surprise you, especially if you were viewing your own participation in the game as more of an "Avatar" style than a "Character" style, but if

[Abusive ad homenin, straw man]
No, I don't believe it is. Again, and put in ALL-CAPS this time for your [very remotely] possible comprehension: THE PLAYERS CAN HAVE FUN ROLEPLAYING.

[ad homenin – if your argument is sound, we don’t need you to characterize for us what dmhoward is like]
You're just mixed up; it is always more fun to create than destroy, so long as it's YOUR CHOICE to do so.

[faulty premise – assumption that Coilean holds the middle ground]
Post after post, Dhoward, I see the same thing - refusal to acknowledge a middle ground.

[faulty premise: that Coil’s argument is logical and that it has refuted other points]
how do we tell the difference? When are you simply quieting down to acknowledge a point, and when are you ignoring them because YOU -FEEL- that they are irrational/emotional/repetitive? Since you have continued to use logic I refuted in earlier posts, I must conclude that you were ignoring them.

[Abusive ad homenin – are you even remotely trying to engage the point now?]
How comforting it must feel to have someone else out there backing up your inner confidence; that security of knowing anyone who disagrees with you, must also be acting from hatred towards you. Strike "logic", you need a -reality- check, pal. People just aren't like that [barring the minority you ever hear from], and I am certainly not. Literally. You CAN'T get me mad, or to hate you. Both are emotions. So is pity, which in itself IS a pity, because you [if anyone] deserve it.

"Has a PC ever been played were he started off with a bad trait (or even just an unhelpful one) and, sometime, later, managed to completely throw off that habit?"

I have seen it in LARP Vampire - but this activity is specifically geared to player-generated plots and don't really use GMs in the same way as tabletops.

Game structures are built within to reflect (clumsily) role-playing hindrances such as alcoholism and similar "flaws." When everybody has them, reactions to these flaws are really the only story hooks, so that with 30 people in the room, something tends to stick. Through role playing and a gradual application of points, the flaws are "paid off" over time.

I've seen a lot of attrition of players in these games. Without a really cohesive structure, and with a plot that is almost completely dispersed among the participants, players tend to bow out, or huge arguments tend to blow up, sundering the LARPS. More often though, it gets boring without a suitably epic or escapist scenario. A group of players gets together at a party to play a group of vampires at a party. At least, this was my experience with it. Others really enjoy it.

"Once a particular piece of art has been achieved or expressed, it can quickly lose its value to the artist. The artist probably wants to move on to new art. This explains why even very dedicated role-players have difficulty keeping an interest in a single PC or game."

You're right - "can", "probably" - as a dedicated roleplayer myself, I've -never- encountered the difficulty you express.

"Once the PC's personality has been fleshed out and expressed adequately (which usually only takes a few adventures), the PC is no longer interesting."

This statement is predicated upon three presumptions: that the player uses "adequately" as a form of judgement, that "adequate" can be measured objectively and not just as a personal preference, and that the PC does not change as time passes.

You seem to state this below, with "But it seems unavoidable; without an interest in growing the PC, portraying a relatively static NPC", but upon closer examination [or just a realization of the inherent meaning, if you were reading it in order, and thusly taking it in context with the preceding part of the same paragraph], it actually is implying that dedication to roleplaying [along] is utterly incapable of providing any such thing; furthermore, you explicitly define the entire "interest in growing a PC and seeing him survive" as "an interest in the accumulation of experience, treasure, magic and levels".

As if nothing else could motivate someone towards those goals.

-Coilean mac Caiside

Nephandus, in what may have been an attempt at sarcasm, wrote:
"Highlights of Coilean’s logic and fair and reasonable debating style, from the beginning of this thread."

"[Ad homenin – what relevance does surprising dmhoward have?"

It implies that he may not have realized it earlier, which is far kinder than implying "You knew it, but decided to ignore the logic in favor of believing how you wanted to."; unlike a couple of the people I've seen on these forums, I tend to give a chance :)

"This was the first personal shot in the thread btw]"

My! Some people are -so- sensitive! Yes, I suggest personality traits and concepts which are the converse of those demonstrated. But as I've pointed out to Dhoward before, what does he stand to gain from not being held responsible for anything he says outside of the rant?

The rest of this crap seems to alternate between false, misconstruing the nature of my arguments [an act further supported by quoting me both out of context with what I was replying to, and out of context with my own words], and accurate. For all of them, I will now hereby tease you for being unable to recognize a subtle satire of Dhoward's methodology - he used improper arguments, so I emulated him, and waited to call him on hypocrisy if he didn't recognize the style.

Either/Or: Misconstrued. My actual implication is that my school of thought, is the current and best one. My actual meaning [implications aside], is that I am of a school of thought which holds merit, and adopting his method would act directly contrary to the benefits of mine.

Ad Hominem: Asking for clarification, indirectly, by suggesting that we are using the same word but have a different definition of it. Implying that his definition was in the minority.

Straw man: Again, it was a converse implication of his stated position. He has had full opportunity, and more, to clarify his sentiments.

Condescension [not sure what "point?" means]: Chiding them for making grandoise assumptions that have little backing in reality, or common sense -as applied to- the motivations or individual circumstances of each person.

Either/Or: Flat-out wrong. I did not say that; tactical games in general, I run. Tactical games as Dhoward presupposes them to be, with an active lack of roleplaying, by NATURE cannot so-exist - since, by Dhoward's words, one is removing the other.

Also addressing the fact that he claims to be in the minority, but thinks his rant applies to the majority [I agree to the extent that it CAN "help" them - if "helping" is accomplished by changing their way of playing to Dhoward's. After all, if he is the minority, then everyone else {who does NOT play like him}, is the majority, and they can be "helped"].

Apparent Straw Man: I'm allowed to make my own points, you know. I'm not here just to debunk Dhoward. It formed a basis for understand me / my points, as well.

Attempted Ad homenin?: Not attempted. Just as that single, lone, out-of-context sentence nonetheless manages to imply; "that's" the kind of creative tactics, referring to the improvisational. I'm sure he would be more than happy to spend his time as DM employing his creativity for the alteration of old monsters, and inventing of new, other pre-made campaign stuff.

Straw Man: A continuation of my earlier point.

Ad homenin: Again, taking him to task for what he advocates all over, regardless of not making it "official" [that is the kind of slippery tactics where politicians, I am told, are called on - for trying to wriggle out of potentially controversial or incriminating statements, while still implying all the right things to their potential voters]. "Tone" may have been the wrong word; the syntax of his posts/rant still support that point.

Faulty Premise, ad homenin, and points one, two, and three: All false. You're over-extending my point.

Speculation: I find it kinder than making outright presumptions about someone; where not implicit by their words, I try to give them a chance to further explicate their meaning without entering into another active debate. In this case, the speculation is meant only to illustrate, for all other readers, one possibility I had just noted.

Relevance: The "majority" logic is just as ineffectual as the "minority" logic. His lack of consideration in that matter is still challenged, however. And he replied to it. And I accepted that reply, moving on to further challenges instead of debating the old point with a new argument.

Ad Hominem: Correct. When he refuses to enter into a debate, he must be called on that. The second statement is unrelated to the ad hominem.

Unwarranted: My posts have grown progressively less forgiving, as he continues to demonstrate an unwillingness to listen or utilize common sense; while not warranted initially, the manner was then, and is even more so now - it will continue to be so until he begins acting with fairness.

Abusive ad hominen: Doesn't need to. Again, I can make my own points.

Assumed middle ground: Precisely that, "assumed", holes have been pointed out recently, and I hope that by calling for RP, readers will be able to find a balance between Dhoward's tactical focus, and the advantages I am illustrating. By taking up the other extreme, I can facilitate each reader's creation of their "middle ground".

Condescension: His attitude and logical paths go directly against the very most basic of premises in that game. Yet, it's a very entertaining game, with plenty of tactics for all.

Ad hominen: Pointing out that we have a choice, and he doesn't stand much of a chance for proving his argument the way he's going about it.

Ad Hominen: Challenging him for presuming that everyone else has exactly the same goals that he does.

Abusive ad hominen: If he can't get it after all those explanations, he obviously needs it simplified and re-emphasized for him.

Straw man: False.

Ad hominen: Again, plain false; I'm attempting to communicate with Dhoward this time, not the other posters.

Faulty premise: Also false. As explained above, I seek to facilitate the creation of a middle ground [though it exists in my games, there is little need to encourage strategy here, in the forms that I use]. Chiding him for the Either/Or logic and Straw Man extensively used by himself.

Faulty premise: Continuing with this goes into the circles of "I did too! I did not!". This is why we have RULES in the game, right? Or at least a referee? My point stands. If he cannot come up with even a single refutement to these points which, supposedly, have such a self-evident inaccuracy, why, then, it is normally concluded that the point CANNOT be refuted.

Abusive ad hominen: Sarcastic and abusive. One of your few points that was accurate; I was highlighting his illogic in taking the private E-mail of one person [maybe a troll, for encouraging him to go back in there with insults to hurl that were "just quoted", not something Dhoward could be held responsible for], who made a broad sweeping generalization about all the posters, and believing him. Egads, this fellow agreed with me, and he says everyone else is motivated by hatred - of COURSE they are! That makes perfect sense! Now I can rest secure in the knowledge that any posts from them are made from a deep-seated feeling of hatred, not any genuine source of different views, or surety that my points can be debated sanely!

Would you like to take another stab at this gross misrepresentation business? Just because I've correctly pegged someone's attitude, doesn't mean they can cry foul "You called me a bad name! I'm not a bad person! You're a filthy liar!", or escape the requirements to maintain a persuasive argument.

-Coilean mac Caiside

Now, I should clarify: I don't think that it is impossible. It is possible that somebody could create a PC and play an entire campaign (months and months) only acting out that one PC role, developing and evolving the persona and abstaining from all player wit and intelligence. It is possible but I think that it is too much to ask of even a very good player.

Here's what it seems to ask of the player. (1) To dissociate himself from the PC's victories and defeats yet remain interested in the PC enough to continue playing. (2) To find enough enjoyment from being a good actor to continue playing. (3) To thoroughly embrace an extra layer of restrictions that keep player knowledge and PC knowledge separate. (4) To stick with that PC, no matter how predictable and familiar that he becomes, or to continuously find layer after layer of subtleness to keep the PC fresh. (5) To always be on guard against the sudden urge to make his PC outrageous (using role-playing as an excuse to suddenly turn evil or be suicidal) just to relieve boredom.

Sure, not impossible. It is doable over five or six sessions certainly. But, an entire campaign?

Still, many people attempt to do it and most fail. They start to change PCs quite often to make the game seem fresh again. They get no joy from seeing their PCs go up in levels or gain magic or gain status because the PC is not them. Rewards for the PC are not the same as rewards for themselves. They have narrowed the enjoyment down to only one type: enjoyment at knowing that they acted the part well.

That may be enough for a few but most will probably just become very inconsistent players. They will show up once every few months but the narrowness of the enjoyment will make RPGs an occasional thing, not a steady source of enjoyment. It is a pity because we have a huge base of incredibly knowledgeable players who have talked themselves into a style that makes RPGs highly artistic but also very tedious.

I must confess there is one thing, above all, I do not understand, Dhoward. On the one hand, you are complaining that people who roleplay never change their PC's; on the other, you are complaining that when they do, it is for the satisfaction of self-contradictory impulses. Is this a contradiction, or an apparent contradiction? And if it's an apparent contradiction, doesn't that mean you're indulging in the very 'worse-case scenario'-ism that Nephandus is criticizing Coilean for?

Firecat, to be fair, I'm not sure if Coilean endorses the "extreme role player" scenario to the extent of the player in my campaign, but I'm sure we'll be enlightened soon. I joined to endorse dmhoward's POV, and was compelled to defend that endorsement.

My argument is against sacrificing group fun for individual role-playing "accuracy" in cases where the two cannot be reconciled.

This can include extreme cases like when one player's character background makes unreasonable demands on the other players, predetermining the outcome of scenarios and defining the setting as an aspect of character background (ie a prophet who always knows the truth, a champion whose faith makes her invulnerbable)

I also includes less extreme cases where, as in the original article, players are encouraged or forced to make dumb decisions or feign ignorance (it isn't always about a tactical grid or a stat) when the players themselves know better. In my estimation, the loss of player choice and "game value" in these circumstances exceeds the benefit that would come from such a minor display of role-playing.

I used to play with a far greater opposition to this kind of "benign" metagaming, until I realized that with most groups I witnessed and played in, it ended up in fights too often - with DMs and players arguing tortuously about what PCs could and couldn't know. PC wants to make gunpowder? No way. But what about dangerous looking statues? Do I need to lean on one before my character can conclude I shouldn't do that? In such a setting, is there any way we can imagine my PC knowing better than that? When a DM removes player choices like these, players aren't really participating.

When a player voluntarily plays dumb on a game decision, they are usually acting according to script. Minor metagame knowledge does not presuppose tactics (there may be more than one tactic, there may be mitigating factors, the scenario may still be difficult even with the knowledge).

On the other hand, playing dumb is a kind of script that DOES presuppose tactics (I MUST first use my sword on the skeleton or troll, even though I know they aren't so effective; I MUST touch the statue, open the coffin because my PC doesn't know better yet - on rd 3 I can accidentally discover that fire works).

That kind of script is rote. Not only does the player acknowledge the preferred tactic, but he must knowingly try a less effective decision first to make it "look good." In these cases, the player isn't playing a game and isn't really "discovering" anything about the character, nor is anyone else. With such barren role-playing value, the "playing-dumb script" merely delays players from finally getting to use their characters, and distracts and delays them from meatier role-playing opportunities (like an in-character chat where we say goodbyes before storming the Big Bad Critter's lair).

I MUST first use my sword on the skeleton or troll, even though I know they aren't so effective

Not so. Unless you are the first or only adventurer in the world, and you never talk to anyone, it's quite easy to presuppose some knowledge of this sort without having to dumb your way along.

For example, I've never been attacked by a mugger, a bear or an angry dog, but I know that if I was, I could try kicking him in the groin, playing dead, or jamming my fist down its throat (respectively) to keep myself from being seriously harmed. In the same way, characters in a fantasy setting can probably suppose that they've heard that trolls need fire, skeletons need maces, and troglodytes are stinky.

Role-playing doesn't mean role-playing dumb. People talk. Your dad the farmer has chased off some orcs before, your priestly superior has handled his fair share of skeletons, and those guys talking loudly at the bar know a thing or two about bugbears.

In such a way, it's easy to use player-known knowledge within the game. Simply assume that whatever the player knows represents that which the community knows, things that this new character would have been taught, or would have overheard.

Any GM who would punish a player for pulling out a torch when faced with a troll is naive. Somewhere along the line, one of the tens of thousands of brave adventurers that came before this new character has faced a troll, and word gets around.

Yes, you have the point exactly Aeon. Pretending not to know tends to be a less enjoyable option than accounting for an experienced player's knowledge in the game somehow.

I've wasted far too much time with players and DMs who would rather just play dumb.

'Firecat, to be fair, I'm not sure if Coilean endorses the "extreme role player" scenario to the extent of the player in my campaign, but I'm sure we'll be enlightened soon.'

Just to be clear, I don't endorse it either. But I do think that, depending on whether his initial motivation was to 'away from scenarios, as defined by large-scale engagements that don't require the PC's nor can be affected by PC's', or to 'game based solely on my imagination', he may or may not have been enlightened.

Before taking that idea too far, of course.

Please elaborate on what is meant by the "satisfaction of self-contradictory impulses".

'(5) To always be on guard against the sudden urge to make his PC outrageous (using role-playing as an excuse to suddenly turn evil or be suicidal) just to relieve boredom.'

'They start to change PCs quite often to make the game seem fresh again.'

Those are just excerpts, of course. But if all they want is, as you say, to roleplay, don't these desires conflict?

I've been following this discussion from the beginning and I reckon the time has come to make a contribution. There's lots that could be said, but I guess I'd better summarise:

I strongly believe in playing according to the character's knowledge, not the player's knowledge. But I agree that, in general, you should consider that the character knows everything that the player knows about the world. I presume this is what Nephandus is calling "benign metagaming" but it doesn't seem to me like metagaming at all. It's just setting a basis for roleplaying, to try and prevent the kind of arguments that have been discussed.

Whatever you choose to call it, the result is the same.

There are times when the gamemaster has to intervene and say that your character doesn't know something. The most likely examples are going to be when:

1) someone tries to apply modern knowledge, such as the gunpowder example.
2) it's important to the plot. Such as when a party from a medieval European setting is transported to a land based on China, Japan or Central America (for example), or when the spirit of a 17th century englishman reappears in modern day New York. In a "fish out of water" setting like that it becomes very important that the players pretend not to know stuff.

That 2nd category can cover a multitude of sins - including examples like the suspicious statue - if the game master thought it was essential to the plot. The thing is that there has to be some sort of agreement with the players (explicit or not) as to how far they are going to have to pretend, and players are more likely to forgive a major plot twist (like a new world) than a minor one (like a statue).

It is possible to play a character who's ignorant or stupid (or obnoxious) and have fun without interfering with other people's enjoyment of the game. If it's carefully managed and the other players know what they're in for (and have agreed), dealing with such a character can be (almost) as much fun as playing it. Most of the time, though, such a character is going to be annoying and if the player doesn't acknowledge this... didn't someone suggest a new discussion re dealing with disruptive players?

I enjoy roleplaying. I like the tactical aspect as well (sometimes) but I enjoy the roleplaying much more.

The most fun I've had roleplaying is when my character's personality has changed - when I have felt that my character has grown and developed. It's pretty rare (it's happened to me maybe 2 or 3 times in over 20 years of roleplaying) but it can happen.

I still enjoy developing my character's skills and stats and collecting powerful items. Roleplaying doesn't preclude that. But I also tend to play systems and settings that don't have the same quantity of treasure or dramatic increases in power as you get in traditional D&D. Usually I'm playing GURPS in a semi-historical setting.

I do get bored with my character after a while. But the game master usually gets bored of the setting first and decides to change. Maybe these games aren't what DHoward would call a whole campaign, but they usually last 1.5 to 2 years (a bit more than 5 or 6 sessions!) and we usually have 5 players out of 6 turning up every week.

I do think that DHoward's post of 12 July is arguing against a pretty extreme type of roleplayer.

One thing that hasn't been discussed (as far as I've seen) is people interacting on a player level, rather than as their characters. On occasion I have played characters that, for one reason or another, don't like to push themselves forward and don't like to offer their opinions. The thing is, I am incapable of just sitting there listening to the other players dithering away (no offense, guys, if you're reading this!) when there's a decision to be made. I simply have to add my contribution to whatever's being planned. And in the game I am playing at the moment, although my character is a devout Buddhist, my advice is quite likely to involve mass slaughter. As long as I am allowed to express myself as a player, rather than as my character, this doesn't interfere with my concept of roleplaying.

Now if I tried to give advice to a player who's character was off on it's own I would expect to be rapped over the knuckles. If you go off on your own you have to deal with what you find on your own. But when a group of characters are together you can consider that there's a kind of "gestalt entity" called The Party that's able to mull over issues and discuss plans without the charaters getting in the way. We've never talked about it in quite those terms, but that's sort of the way that both the game I play in and the game I run work.

OK, so it sounds a bit like sophistry. And if you have a group of players that always stay in character and who call each other by their character names, something like this would totally destroy the mood. But if you have a group (like mine) that interrupts a battle to talk about sport or what they've seen on TV recently, and if the gamemaster can't crack the whip because he's usually the worst offender, and if all you're after is a relaxed and fun time roleplaying (well, mostly roleplaying) then this technique works well.

I still count myself in the roleplaying camp, rather than the metagaming camp. With this style of gaming, my ignorant young peasant still draws his sword to fight the troll unless the seasoned adventurer (played by a newbie roleplayer, and prompted by me speaking as a player) suggests that I should use fire. As a player, I'll suggest slaughtering the enemy patrol, but my Buddhist monk will have nothing to do with such a plan.

Hey, it works for me.

There is a whole tangle of self-contradictary problems.

If we are talking about a campaign (rather than just a long string of one-off games), keeping the same PC, whether or not his personality changes, for most if not all players is really needed for continuity. If players are retiring PCs and creating new ones every few months, it disrupts a campaign that has a 1.5 to 2 year running time. If the players want to retire or kill off their PCs so they can try a new one of a different race or class, that causes a loss of continuity. To me, the difference between a campaign and one-off games *is* continuity.

Now, if the players role-play their PCs developing over time to correct their PC's personality flaws and find more subtle layers on the PC's personality, that's great but it's also hard. Most of the players that I've dealt with just cannot role-play to that degree and are tempted to create a new PC rather than find interest in role-playing subtle changes in existing PCs.

Unfortunately, rather than role-play subtle changes and being barred from creating a new PC, some will, in a moment of frustration or boredom, role-play not-so-subtle changes. These changes usually destroy continuity again. For example, suddenly turning to evil or becoming suicidal are not subtle and are going to become major plot points, at best, or just destroy the whole campaign, at worst.

Even more unfortunately, a lot of players esteem themselves as extreme role-players but, when it comes down to it, don't actually enjoy extreme role-playing. Role-playing, these days, is chic and elite. For a lot of very knowledgeable players, it is unfashionable to care about gold, magic or levels; it is fashionable to treat role-playing as art. So, on one hand, players want to be esteemed as artists; on the other, they want to enjoy the game. Which, as it turns out, for most people, is contradictary. So relatively good gamers feel compelled to do extreme role-playing for esteem reasons but, in the end, do not enjoy it and have trouble sticking with a campaign. Since the campaign needs the continuity, it is hard (not impossible) to make all these conflicts into an enjoyable game.

No doubt that there are role-players who really can play their PCs like art and really enjoy it. But, I think that it is a better road for most gamers to give up being extreme and mix in more types of enjoyment. Giving up the "playing dumb" and most of the arguments over metagaming is the way to return to more enjoyable gaming. (I say most because, like probably everybody else, "gunpowder in Greyhawk" anti-metagaming rules are necessary and easy to implement as opposed to the more subtle anti-metagaming rules that I object to.)

Thanks Colin!

I have a better understanding of this discussion now.

The "fish out of the water" campaign is very hard to roleplay and enjoy (for players and DM's) when the players know something relevant to the campaign that their characters shouldn't know.

For example:

I play the Star Wars RPG. I know more about the Star Wars universe than the GM, I've read most of the novels and graphic novels and have somehow retained most of the info. Luckily, my GM is smart and the Galaxy is big so we don't play anything near the main characters from the novels and movies.

Playing a bunch of primitives in a modern worls only works if the technological level is beyond our own or if the technological level is Victorian (most of us wouldn't know how to operate a 19th century car or the Wright brothers' plane.)
Even closer to our time period, we would blow up most electronic gear from the 50's that needed to warm up before operating.

One has to make an alien environment alien to both players and characters in order to enable the players to discover how that alien environment works. Sci-Fi is great for that but fantasy RPGs and modern RPGs can be good also.

Also, if you're aiming at mystery and surprise (ex: playing call of cthulhu or X-Com UFO or Hunter) why not trick the players into believing their playing something else? The Gurps and D20 system can provide you with many ways to surprise your players and enable them to draw on any knowledge they may have to try to figure out the story.

I once played a RoleMaster campaign where we found an encrypted note. Our poor GM used the Russian alphabet to encrypt the note, not knowing I read the language. Since I was playing a bard and had linguistics as a skill the GM let me use my personnal knowledge to decipher the text. And, until the bad guys realised (3 game sessions later) we could read all their memos, they didn't change their code.

Now, was that good or bad roleplay? I'm not certain. But as someone mentioned earlier, me and the GM agreed on a way to make my knowledge of the Cyrilic alphabet a part of my character, instead of having pretend I couldn't read the note.

You'll have to admit that letting your players know how to deal with a troll isn't like letting them act on the knowledge that Senator Palpatine is really the Dark Lord of the Sith, now is it?
But then, who would be stupid enough to put their players in such a situation unless they could affect the outcome somehow?

Just prevent OOC knowledge from ruining you game by making it non important to the main plot. Or twist reality in such a way as to make OOC knowledge unreliable.

Boy, this discussion is getting more hilarious then the one about "Why Star Wars Galaxy Might Suck" and "The Demise of Dungeons and Dragons".

Cthulhu Matata!

"It is possible to play a character who's ignorant or stupid (or obnoxious) and have fun without interfering with other people's enjoyment of the game. If it's carefully managed and the other players know what they're in for (and have agreed), dealing with such a character can be (almost) as much fun as playing it. Most of the time, though, such a character is going to be annoying and if the player doesn't acknowledge this... didn't someone suggest a new discussion re dealing with disruptive players?"

Conversely, shouldn't someone [be allowed to] just play a character with a personality trait like "cautious", or "paranoid", and use that to justify their behavior? I mean, what's the cost, having to act carefully -at all times-? Of course, if that were the case, Dhoward would be arguing against any of us that chose to play "normal" characters... and it's funny you should mention [having played] GURPS.

The Curious Disadvantage reads:
You are naturally very inquisitive. When you are presented with an interesting item or situation, you must roll vs. IQ (-not- Will) to avoid examining it, even if you -know- it will be dangerous. Good roleplayers won't try to make this roll very often . . .
This is not the curiosity that affects -all- PC's ("What's in that cave? Where did the flying saucer come from?"), but the -real- thing ("What happens if I push -this- button?").
You will push buttons, pull levers, open doors, unwrap presents, and generally do everything in your power to investigate -any- situation with which you aren't 100% familiar. And, when faced with a -real- mystery, you simply may not turn your back on it.
You rationalize your curiosity to others who try to talk you out of it. Common Sense won't help - you know you are taking a rish, but you're curious anyway!

What would be Dhoward's reaction to this, I wonder? Would he argue that the IQ rolls should be made -only- when it was really important, such as when they knew as players the mystery was a red herring, or it -would- be dangerous to go there? Insist that this Disadvantage falls into an entire class of them which must Never be taken? How about the "even if you -know- it will be dangerous", "everything in your power", "rationalize your curiosity to others", and "Good roleplayers won't try to make this roll very often . . ."?

In Champions, it's only worth points if it would -be- disadvantageous.

Would "Curiosity" and its ilk be a freebie to Dhoward['s group]?

"I still enjoy developing my character's skills and stats and collecting powerful items. Roleplaying doesn't preclude that."

Spot on! Much what I was going to say, were it not for a little monsoon here ;)

As for the "gestalt entity", I call this "us roleplaying". There's nothing of the metagame about it; we all discuss, as players, various things, and if this helps a player to realize what their character would have thought of, great! We've just helped them to roleplay their character better. After all, it isn't just each player's individual responsibility to simulate their character; we're all in this together, after all, to recreate the -campaign-. It's our duty, practically, to inspire each other - and we still have an individual responsibility, as the player, to not even consider various ideas for usage by our character, because it wouldn't be right. And to not use exactly the same idea, for exactly the same reasons, or take it to the full extent realized by the other players, because that character wouldn't think that way.

-Coilean mac Caiside

"My argument is against sacrificing group fun for individual role-playing "accuracy" in cases where the two cannot be reconciled."

My argument, is that they -can- be reconciled - more easily and more often than Dhoward thinks.

"I also includes less extreme cases where, as in the original article, players are encouraged or forced to make dumb decisions or feign ignorance (it isn't always about a tactical grid or a stat) when the players themselves know better. In my estimation, the loss of player choice and "game value" in these circumstances exceeds the benefit that would come from such a minor display of role-playing."

This statement contains the presumption that the only benefit worth considering in such an instance, would be a "minor display of roleplaying".

"When a player voluntarily plays dumb on a game decision, they are usually acting according to script."

Script? What's that? I thought you said they were doing so voluntarily? Ah wait, the -player- is voluntarily playing dumb. What's "playing"? Is the character your joystick, which you insert into the game-world and happily twist around to accomplish your objectives?

"On the other hand, playing dumb is a kind of script that DOES presuppose tactics (I MUST first use my sword on the skeleton or troll, even though I know they aren't so effective; I MUST touch the statue, open the coffin because my PC doesn't know better yet - on rd 3 I can accidentally discover that fire works)."

That's just as bad!

In both cases, you're using out-of-character knowledge to pre-determine your character's actions. You've effectively ruled out what is not only a useful option, but a VALID option, which restricts roleplaying.

I think what's blocking us off from resolution here, is a fundamental paradigm difference - everything you do is built off of the "play myself, even if I call it roleplaying"; the character isn't alive to you, isn't a separate person, it's nothing but a script of rote actions!

And Aeon, the problem, as stated much earlier above in the thread, is that [if Dhoward's "solution" does get around], people will become motivated to buy -all- of the books, keep it hidden from the GM, and when they run up across the ages-gone monster who's so rare even it's existence has been clouded by obscurity, the PC's can "stumble" across the right strategy to deal with it.

Myth and legends grow; they may not have all the ways necessary to deal with a monster, and they may report entirely ineffective strategies. Some of these tales were probably started by self-same monster, if it was intelligent! The older a foe, the less familiar it is, the more likely someone can "mix up its description" and try out strategies that they've "heard of".

-Coilean mac Caiside

"Yes, you have the point exactly Aeon. Pretending not to know tends to be a less enjoyable option than accounting for an experienced player's knowledge in the game somehow."

When you -are- that experience player, mayhaps.

"I've wasted far too much time with players and DMs who would rather just play dumb."

Yeah, how dare they focus on -playing- the -game-, dammit. When they could be moving right towards the conclusion of the scenario?

-Coilean mac Caiside

"Now, I should clarify: I don't think that it is impossible. It is possible that somebody could create a PC and play an entire campaign (months and months) only acting out that one PC role, developing and evolving the persona and abstaining from all player wit and intelligence. It is possible but I think that it is too much to ask of even a very good player."

In short, you're so anchored to your beliefs and perceptions regarding the... extremely remote possibility... that you're convinced it'd be more effort than it'd be worth for even the best of players. I respect that; it fits in with your views. But I'm debating the "worthwhile" aspect of things.

"Here's what it seems to ask of the player."

Despite overlaps, I'll address each of these separately. Yes, there are overlaps - and while this does add to the total "number" of "requirements", I'll point out that not only might you have missed some, but "fun" is also a "requirement" by your definition.

"(1) To dissociate himself from the PC's victories and defeats yet remain interested in the PC enough to continue playing."

That's inaccurate. Caring is good; interfering, is not.

"(2) To find enough enjoyment from being a good actor to continue playing."

Not the only source of enjoyment - but if it were, then like I said, yes, "fun" would be a requirement [has it occurred to you that maybe these people choose the activity -because- it is fun?].

"(3) To thoroughly embrace an extra layer of restrictions that keep player knowledge and PC knowledge separate."

Considering it's a "role-playing" game, I would say no, these are not an "extra" layer of restrictions. Technically, in that sense, they're not restrictions at all - since their lack didn't properly exist in a role-playing game in the first place.

[Damn those "gravity" restrictions which keep us from flying all over the place to where we want to go.]

"(4) To stick with that PC, no matter how predictable and familiar that he becomes, or to continuously find layer after layer of subtleness to keep the PC fresh."

I don't really see that as an "either/or" statement. It presumes, in role-playing, only two states of being:

The PC becoming increasingly more familiar and predictable.

The player, needing to keep the PC "fresh", continually finding layer after layer of subtlety as a means of doing so, resulting in the PC seeming more "fresh".

1. What's wrong with the PC becoming more familiar and predictable? This, after all, is partially the -point- of roleplaying - to get to know your character better [this has a nifty side result of being able to role-play your character better].

2. There are other reasons to find layer after layer of subtlety, than "fresh"ening the PC. The results of doing so may be more numerous and varied than just "fresh"ening the PC.

"(5) To always be on guard against the sudden urge to make his PC outrageous (using role-playing as an excuse to suddenly turn evil or be suicidal) just to relieve boredom."

Presuming, of course, that boredom occurs, that this is the method through which the player will attempt to relieve it, and that said activity should only result from an attempt to relieve boredom.

"Still, many people attempt to do it and most fail."

Two questionable statements in this sentence. Where are your statistics of "many" people accounted for? Does it logically make sense to you, and therefore everyone else does it? Do you know a few people who do so? What about the "most" who fail? I mean, if you can't grasp how they would succeed, how could they possibly do so? And what if you're misrepresenting what they try to accomplish in the first place?

"They start to change PCs quite often to make the game seem fresh again."

Why should I be motivated by a desire to make the game fresh again, when I change my PC's? Couldn't I just be motivated by a desire for... uh, I dunno... realism?

"They get no joy from seeing their PCs go up in levels or gain magic or gain status because the PC is not them."

That's a very selfish point of view to be inflicting on us roleplayers. Don't we have the right to enjoy seeing the fortune of others? Aren't we credited with any imagination, the right, as any human being might do, to look into the mirrored window of the rich and famous, and pretend, just for a moment, that we were in their shoes?

"Rewards for the PC are not the same as rewards for themselves."

Well, duh. When you get right down to it, the rewards aren't what matter, though. It's the fun you had, the stimulation of your creativity/imagination, and the development of the mind which you walk away from it with, which truly belong to you. Success brings nothing. That still doesn't mean we can't enjoy them.

"They have narrowed the enjoyment down to only one type: enjoyment at knowing that they acted the part well."

That's a very narrow-minded point of view to force upon us roleplayers. Who are you to say that we can only enjoy one thing? How about our contention that we've learned how to enjoy something else... but -more-?

Jealous that we're having more fun than you, Dhoward?

"That may be enough for a few but most will probably just become very inconsistent players. They will show up once every few months but the narrowness of the enjoyment will make RPGs an occasional thing, not a steady source of enjoyment."

This presumes we're only drawing enjoyment from that one aspect of the entire role-playing game.

"It is a pity because we have a huge base of incredibly knowledgeable players who have talked themselves into a style that makes RPGs highly artistic but also very tedious."

How droll. What "tedium". Actually taking the time to enjoy each game, instead of finishing up the scenario so we can move on to the next one.

-Coilean mac Caiside

"There is a whole tangle of self-contradictary problems."

Say rather, apparently contradictory problems. There are ways of thinking for which these problems don't even exist at all, or aren't problems.

"If we are talking about a campaign (rather than just a long string of one-off games), keeping the same PC, whether or not his personality changes, for most if not all players is really needed for continuity. If players are retiring PCs and creating new ones every few months, it disrupts a campaign that has a 1.5 to 2 year running time. If the players want to retire or kill off their PCs so they can try a new one of a different race or class, that causes a loss of continuity. To me, the difference between a campaign and one-off games *is* continuity."

What about if my character has resolved their personal plot line? Say, to return home? The other PC's were going in the same direction as her, they were competent individuals, one of the other thieves had even promised to take her on as an apprentice. And, they spoke a bit of her language! What better travelling companions?

So she stayed behind in her home, when they passed by. I developed a new character, and was still playing him years later. My "retired" PC wasn't gone - she just had no reason to be involved in the current adventures. Coming back later was not a problem.

This, incidentally, was the years-long running campaign, where the sudden influx of 3-4 new players of the same mentality, resulted in more character deaths within two months, than the campaign had had in four years.

"Now, if the players role-play their PCs developing over time to correct their PC's personality flaws and find more subtle layers on the PC's personality, that's great but it's also hard."

Why develop over time just to correct disadvantages and find more subtle layers on the PC's personality? Why not -form- more personality, why not use the events of the campaign to -create- changes? Or would you argue that people can never change, will always remain the same person throughout their lives? Why correct personality "flaws", when they can be turned into strengths?

"Most of the players that I've dealt with just cannot role-play to that degree and are tempted to create a new PC rather than find interest in role-playing subtle changes in existing PCs."

If you as much as gave them a choice between those two options ["Do this or do that!"], I wouldn't be surprised. Otherwise, my condolences for the players you have to deal with :)

"Unfortunately, rather than role-play subtle changes and being barred from creating a new PC, some will, in a moment of frustration or boredom, role-play not-so-subtle changes."

Are subtle changes really the norm? Can not-so-subtle changes only be encountered through the influence of frustration or boredom?

"These changes usually destroy continuity again. For example, suddenly turning to evil or becoming suicidal are not subtle and are going to become major plot points, at best, or just destroy the whole campaign, at worst."

Continuity and realism - two sides of the same coin. I should go write an article about that.

It could become the start of a whole new roleplaying point, or the continuation of an old. Your best friend betrayed you, your family was murdered, and everything you'd ever loved has turned to ashes - those who still care about you [the other PC's?] then have to deal with trying to return hope to you, heal your soul - a decidedly different situation from that which most adventuring parties deal with, wouldn't you say?

"Even more unfortunately, a lot of players esteem themselves as extreme role-players but, when it comes down to it, don't actually enjoy extreme role-playing."

As the boundaries of roleplaying are pushed, "extreme" becomes constantly redefined.

"Role-playing, these days, is chic and elite."

If you look at the WhiteWolf community, yes. [Sorry - bad joke.] If you look to those who are the most chic and elite, yes. But you have to consider those who aren't, to be fair. Are you going to condemn science for the nuclear physicists and rocket scientists? The stuck-up ones who snub you for not understanding their language? Start out with the roleplaying you can tolerate, and expand from there.

"For a lot of very knowledgeable players, it is unfashionable to care about gold, magic or levels; it is fashionable to treat role-playing as art."

How much is "a lot"? Am I an artist if I don't care the floor in a museum is unswept, when I am there to look at the painting and sculptures? Am I an artist to ignore the fact I don't have a third fork, when the meal is delicious? Am I an artist for failing to give a game a bad review based on the graphics alone, when I bought it for the gameplay?

"So, on one hand, players want to be esteemed as artists; on the other, they want to enjoy the game. Which, as it turns out, for most people, is contradictary."

So, you're saying that, "most people" do not possess the ability to both be artistic, and enjoy the game? Well, if Dhoward says so, who are we to argue? Time to stop enjoying that, I suppose.

"No doubt that there are role-players who really can play their PCs like art and really enjoy it."

While we're on the subject, can you define this "like art" phrase which you keep on throwing around in varying [generally with derogatory connotations] forms?

"But, I think that it is a better road for most gamers to give up being extreme and mix in more types of enjoyment."

In other words, they enjoy more than one thing, which conversely, means that their "extremism" is in only enjoying the one thing. I don't see how this is so, but hey, by all means, if you are, stick with it! Just because you learn to enjoy other stuff, doesn't mean you have to abandon what brought you to this game, or what you're currently enjoying, whichever it is.

"Giving up the "playing dumb" and most of the arguments over metagaming is the way to return to more enjoyable gaming."

Listen to this. " ... is THE WAY" [emphasis mine]

Do you mean "more enjoyable gaming" in the sense that "gaming is more enjoyable THIS way", or "you can enjoy gaming in MORE ways"? Somehow, I suspect the former. Mainly because I've been arguing for the latter quite some time now, and you continue to ignore this.

We enjoy these activities so much because we are doing both at the same time. You're telling us to remove the roleplaying from our gaming; to only do one at a time. This is not the way to "return" to enjoying more from our role-playing game. I rest my case.

-Coilean mac Caiside

I don't think boredom with your character is as big an issue as DWHoward makes out. In the campaigns I've been involved in over the past umpteen years we've had players leave the group for one reason or another but we've never had a player change their character. We've never had a character die, either, but that's another issue. I have twice been tempted to change my character (though not through boredom) and each time I've been talked out of it by the gamemaster.

I think it's because we have such a relaxed playing style. We aren't extreme roleplayers, as I'm sure anyone who read my first post would spot, but I believe (and I think the others in my group would agree) that most of the enjoyment of the game comes from playing our characters.

I can think of one example where, by playing my character to the hilt, I was threatening to derail the whole adventure. The GM could have just killed me off, or he could have let the dice fall and deal with whatever happened (and possibly wasted a great deal of work he had put into planning the next stage of the adventure). Instead he chose to bring about events to short-circuit my plans and get the story back on track. I was annoyed, but he took me aside and explained why he chose to do what he did. I was prepared to compromise, unlike (it would seem) Nephandus's "Joan of Arc" player.

(I was even happier when my character picked up 2 very nice items shortly after that. So there is a place for rewarding characters with treasure in a GURPS game, I guess. But I can still enjoy it as a roleplayer.)

I agree that arguments over metagaming should be avoided. The players need to trust that their GM will rule fairly and consistently. If you've got that then there shouldn't be any problems. My group's style is pretty relaxed, so we can enjoy our roleplaying without getting bogged down in arguments of that sort. I can imagine that a group of "extreme roleplayers" might get so caught up in their characters that conflict develops between players and between the players and the GM. But I can equally imagine a group of extreme roleplayers that are considerate of each other's fun and who have a strong, focussed and very creative GM.

Is there any real value is discussing "extreme roleplayers" without a rigorous definition? Despite some of the posts that have gone before, we aren't really discussing the merits of extreme roleplayers vs extreme munchkins or extreme adventure gamers, are we?

I think we're all just jockeying for position on the middle ground.

Oh, and I'm amused by the suggestion that roleplaying is "chic and elite"! Among gamers, maybe. But I still blush when a "civilian" asks me about my hobbies.

Here's a question (or 3) for everyone:

Nephandus has mentioned the example of a group that wanted to avoid a suspicious statue but was prevented from doing so by the GM. As an alternative, suppose that your party has been invited to a royal feast. You don't know that anything else is going to happen that night but as players you are going to want to keep your wits about you. As characters, however, you may want to overindulge.

So perhaps there are some rolls to be made. If this is 3rd edition D&D you may be required to make a will save, followed by a fortitude save if you fail.

Are all these rolls restricting your choices too much? Should the GM allow the alcoholic dwarf to stay sober while the chaste young maiden proceeds to get blotto, if that's what the dice dictate?

If a player says "I'm a peasant from the sticks. I've never seen so much food and drink in my life. I'm not making my will save, I'm going straight to fortitude." are they playing dumb and behaving unreasonably?

So, just to reiterate a point from the original rant, I do not specify a balance between role-playing ("in town") scenarios and dungeon ("on adventure") scenarios. So, a person could be perfectly in tune with my rant and still be in "role-playing mode" all the time. Such a campaign would probably be in a city style and the adventures would be indirect (rather than "go here, fight bad guys, return to origin" adventures).

Well, I don't quite know what to say relating to our experiences with changing PCs. Obviously experiences widely vary and it is unclear what is representative of role-players in general. I've seen one thing but you've seen something dramatically different.

My thesis is that, if role-playing is tempered with practicality and if metagaming is mostly a non-issue, the campaign is more enjoyable and lasts longer. If players are not doing stupid actions for role-playing reasons, if they aren't having long arguments about metagaming and if the PCs flubbing the adventure regularly as a result of poor tactics, my rant isn't directed towards that game. In Colin's case, it sounds as if his game does not have any of these problems so my rant probably isn't applicable.

Perhaps my rant isn't entirely clear. It isn't saying that all games should be run a certain way. If a game or a player has no serious problems, don't change it. But, if there are problems and I believe that these are common but the solution is not obvious, I'm advocating a certain solution.

For the feast example, if I were the GM, I'd let each player choose himself. If a player wanted to make those saves and one even wanted to automatically fail a save, fine. If not, fine, too. But, those are just a GMing style decision rather than anything else.

For other GMs, I'd have no opinion. There is no obvious danger or obvious sabotage by the players going on here. If they were hired as guards for the feast, that'd be another matter. But, in the presented case, I see nothing objectionable to any or all PCs becoming blind drunk.

Are all these rolls restricting [my] choices too much? For me, personally, yes, but maybe not for somebody else. I prefer to have a choice as a player rather than have dice dictate my PC's conscious actions. But, again, it is personal taste, not anything else.

If a player says "I'm a peasant from the sticks. I've never seen so much food and drink in my life. I'm not making my will save, I'm going straight to fortitude." are they playing dumb and behaving unreasonably? No. Without a direct threat or knowing a specific objective for this session, he's doing nothing wrong.

I'll do Colin the courtesy of allowing him to present variations on this scenario in follow-up posts and refrain from distorting his original scenario.

And, yes, acting among gamers is chic and elite among other gamers. Kind of like being King of the Dorks. :)

I came up with the royal feast as a sort of simplified version of the fight with the troll: there's really only two options to choose from and the best choice for the player is obvious but the choice for the character is a bit more complicated. If you are going to insist that all players make the best decision for the good of the party then, as far as the feast goes, you are taking away their choice entirely. I do accept, though, that if you're going to divide your game into "roleplaying" and "adventuring" sections, the royal feast is going to fit pretty firmly into the latter.

You can think of the saving throws as dictating your actions or you can look on them (in this case) as being like a skill roll. If a player wants their character to resist the urge to overindulge in food and/or drink then they have to make a roll to see how successful they are. If you were jumping over a pit and failed your jump roll you wouldn't say that the dice forced your character to choose to jump in. Should a saving throw be any different? The choice was made; you just failed to carry it out.

But let's bring the example closer to Nephandus' example of the statue. Suppose the GM decided that no one could resist their urges. No choices, no rolls, the GM simply tells everyone that they wake up the next morning with a terrible hangover. In that case the whole feast would just be setting the stage, a compulsory part of the plot. And if it turns out that during the night the king was murdered or the crown jewels stolen (or that the crown jewels that were stolen last week have been planted on the characters) that's all fine.

If that happened at the start of an adventure I don't think anyone would bat an eyelid. If it happened part way through an adventure then some people are going to be annoyed and feel that their characters are being railroaded. But is it such a bad thing? What's important here: the telling of a story or that the players have full control over their characters at all times? If it's the former then a bit of judicious "fast-forwarding" isn't too bad. If it happens too often then it's just the GM telling a story to the players and that's no good. But as an occasional plot device...? Maybe that's what Nephandus's GM was doing with his statue.

But then again, if it was just a trap and not an integral part of the plot it's a different thing altogether.

I don't want to put forward my playing group as some kind of shining example. We have our problems. I mentioned earlier that no one ever dies in our games. I've recently changed the game I run to D&D and a month or so ago we had our first character death in as long as I can remember. It resulted in that player leaving the group, which really surprised me after we'd been playing together all these years.

When I read DWHoward's rant my initial impression was to dismiss what he was saying outright. Rejecting roleplaying and returning to munchkinism? Unthinkable! But as I read the discussion I realised that he is addressing real problems and I started thinking about how my group has dealt with those same issues. We've had our troubles in the past with one player having fun roleplaying at the expense of the others. We've had a bunch of characters bullying one member of the party which really meant that the players were bullying that one player. We've had a player design (in the Fantasy Hero system) a kind of fake cleric who had a "placebo heal" spell. It made the recipient think they'd been healed when in fact they were still damaged. Great fun for that character but extremely annoying (and inconsiderate) to the fighters in the group.

Sometimes, though, it can work out well. Years ago, a player designed a barbarian character who was extremely gullible but who flew into a homicidal rage if he ever found out that someone had lied to him. It was a dangerous combination and it was likely to lead to characters fighting to the death. But as it turned out, the other players had fun working out increasingly outrageous stories to tell this character and the guy playing the barbarian had fun acting as if these stories were true while at the same time trying to find ways to test them. It was a complete distraction from the story but it was one that was appreciated by all the players and the GM.

That one probably worked because the character concept left room for others to have fun with him as well for him to enjoy himself. It's all a matter of finding the right balance for the group (or the right group if you can't find a balance that suits you) and being considerate of the others in the group.

Which I don't think anyone would argue with.

I do *not* insist that all players always make the best decision for the good of the party. I do insist that players refrain from making silly or dumb decisions, thinking that those are required to be good role-player. In the case of the feast, the decision to get drunk may be suboptimal but not straightforwardly silly or dumb.

Saving throws are a matter of personal taste. Any PC action could justify a saving throw (or a dozen saving throws) if he or the GM wants.

I prefer fewer saving throws and especially don't care for saving throws where my PC is fighting non-magical inner urges. But that is my taste.

It is only tangentially related to my rant. A player might say, "I'll save versus Wisdom to determine if my thief is smart enough to check for traps along the dungeon corridor." I would object to a player who insisted on many of these type rolls. But, if a GM insisted on it, I would not object so much as just think that his game doesn't sound very fun.

If going to the feast and getting hangovers is a plot device at the beginning of the adventure, that's probably ok. I agree: Nobody is going to object to such a "no way that we could've known" introduction. Being sober probably wouldn't have saved the king.

But, if a ham-fisted plot device occurs in the middle of an adventure, I'd just call it poor GMing. I have no objection to fast-forwarding using a narrative, as long as the GM has the PCs perform likely or benign actions. But, using a narrative to make PCs perform actions that the player would not have and having those "narrative" actions have serious consequences is just poor style. Likewise, asking or forcing the PCs to execute unwise actions for the sake of the story is bad GMing. If the PCs accidentally do something that turns out to be unwise later on, that's completely different.

A good plot device will cause the players to voluntarily involve their PCs in an adventure and progress the story. A ham-fisted (bad) plot device will fail and the party won't follow it (in which case the GM usually reacts by manually forcing the party to do some involuntary action that will trigger the plot device and push the PCs into the plot). If you are a player, maybe you take pity on your not-so-good GM and agree to follow his plot device. That doesn't make it all right but it does continue the game. If this happens too much, the game will probably die because plots created through unrealistic actions aren't very interesting.

Role-playing can be very enjoyable. It can provide a nice distraction. It can also add flavor to a well-executed adventure. It can even generate new plots and new adventures.

But playing dumb, being lazy, being incompetent, being self-involved, making excuses, making unrealistic adventures, trying to make do with played-out modules and railroading are ways to use role-playing subtract from the game, rather than add to it. In many cases, it is better *not* to role-play these and do it some other way ("benign metagaming" and so on).

'But playing dumb, being lazy, being incompetent, being self-involved, making excuses, making unrealistic adventures, trying to make do with played-out modules and railroading are ways to use role-playing subtract from the game, rather than add to it. '

I'll concede that, in tandem, the examples posted to this forum have proven it true. But you have still failed to provide support for two cases:

A) 'Subtracting from the game' being the intent, and sole result, of that RP.
B) Any of these factors, on their own, still create the same effect.

Nephandus: "On the other hand, playing dumb is a kind of script that DOES presuppose tactics (I MUST first use my sword on the skeleton or troll, even though I know they aren't so effective; I MUST touch the statue, open the coffin because my PC doesn't know better yet - on rd 3 I can accidentally discover that fire works)."

Coilean:
That's just as bad! In both cases, you're using out-of-character knowledge to pre-determine your character's actions.

Nephandus: Yes, it would be just as bad, if I voluntarily did that. But, as was the case, the DM forced the players to undertake knowingly stupid decisions. The statue example was not integral to the plot. It was just a fierce monster.

This speaks to the point of poor DM style. It is usually bad form to include a decision point in an adventure that depends on players making only one possible decision. It's bad enough even if it is integral to the plot, but when it isn't integral, players begin to flee the tyrant GM.

Starting the game "in media res" is an ok way to establish the plot hook, providing the PC actions are consistent with the internal logic. I've found this is a great way to establish a crisis, the campaign bad guys, and the stakes before the players can act. Star Wars movies start that way.

The old version of the Star Wars RPG though, was terrible. Routinely, their adventures depended on players failing each part of the adventure to further the plot to the next story. Success or failure didn't really matter much. Even as I was GMing this game, it felt very wrong to us, and we quit playing it.

There is something to be said for DMs earning the trust of players too. In our last group, our problem player decided he needed to use the 3rd edition rules to play a Duergar as a PC, because he felt it was more imaginative to do so. I countered that playing one mythical creature (the Duergar) was no more or less imaginative than playing another mythical character such as "basic" Dwarf.

When I realized he would not relent, I allowed it, with several game restrictions so as not to make that character more powerful than the other 3rd level PCs. I also altered the environment to include Duergars that are not evil, to provide the other players some plausibility that their characters would accept him. I also made a secret note to never use Duergar as antagonists because such a story would focus to much on the one player.

We switched roles, with him as DM and with me as a player joining the same group. As the new DM settled in, he decided to make his former Duergar character the party's arch-enemy. He did some terrible things.

Now, betrayal is an interesting hook. But in this case, it was tainted somewhat in that we as players, rather than as PC's, had bent our consensual understanding of the game world to accomodate this player's desire to play a creature that is normally evil. We had an unspoken contract among us which made this exception the norm. We were angry with the DM after that point because he'd abused the trust we'd afforded the player. From a story sense, the DM's decision retroactively made the PCs naive and stupid. We had already agreed that in our game, Duergars would not be different from other characters, and we didn't dwell on a million tests of worthiness to see if this one character was of decent folk.

Again, it was ham-fisted DMing, ramming through a plot point that damaged the continuity and internal logic of the game and story, while also invalidating players' smart game decisions (like the decision not to travel with duergar). The DM viewed the PC's (and former PCs) as more material for him to manipulate.

In the same adventure, he also clumsily used some kind of lethal and fantastical disease/curse/monster that was afflicting the land. Our PCs had been exposed to it, and there was a great hook. Unfortunately, he didn't fully translate the disease into game terms. Sometimes it was treated like a disease, other times, like a curse, and still other times, like an infestation or vermin. This made the players, especially me, very frustrated as we tried to deal with symptoms and new outbreaks. He viewed the disease only as a story hook so it was vital that the players could do NOTHING to mitigate the problem. But in attaching his hook to game concepts that certain players can affect (ie a disease can be cured, a symptom can be reduced, a curse can be lifted, a spell can be counterspelled, a creature can be killed) he invited a player revolt when he treated the effects differently each time we tried to interact with them. In essence, he was not changing the plot, he was changing the *game* to ensure we could not affect the plot.

Very clumsy. The discussions that arise from such inconsistencies are about how to play the game; they aren't really playing in themselves. For this reason he claimed to prefer 1st edition rules. He enjoyed their fuzziness, arbitrariness, and lack of clear definition because it enabled him to ram plot points through more easily, without having to account for players being able to affect them.

"This speaks to the point of poor DM style. It is usually bad form to include a decision point in an adventure that depends on players making only one possible decision."

Such as always winning?

Make the clue to the next scene, be obtainable in an entirely separate venue than the current fight. That way, losing or not doing well enough, in one, will not derail the entire plot - just have certain ramifications on the world, or the PC's efforts in future scenes.

"Starting the game "in media res" is an ok way to establish the plot hook, providing the PC actions are consistent with the internal logic. I've found this is a great way to establish a crisis, the campaign bad guys, and the stakes before the players can act. Star Wars movies start that way."

I agree. Once you've set that up, however, and the internal consistency is clarified, don't muck about with it.

-Coilean mac Caiside

"This speaks to the point of poor DM style. It is usually bad form to include a decision point in an adventure that depends on players making only one possible decision."

Coilean: Such as always winning?

Nephandus: Straw man. In the example given, touching the statue had nothing to do with winning or losing; it was a minor decision along the road.

We have also played games in which the PC's failed to achieve their main "episode" objective in full or at all, and this had repercussions in later adventures. Winning the scenario is not a prerequisite - though if an entire party is wiped out, I'd tend to think it was due to a GM's error in selecting an appropriate antagonist.

Another game, the 1st edition Star Wars, used a railroad plot formula that actually depended on PC's losing in acts 1 through 4, finally winning in the end. In the two store bought adventures we played, the plot hinged on the bad guys getting away, or succeeding in their dastardly plans right up until the end. If the PCs actually did something that could reasonably cut things short before the next act, the GM had to make sure that the players didn't do it. We hated that game and never played it after that. I hated GMing it too.

'Coilean: Such as always winning?

Nephandus: Straw man. In the example given, touching the statue had nothing to do with winning or losing; it was a minor decision along the road. '

Irrelevant. The concept raised in response to your example was quite valid, in the context of the paradigm you described - ergo, so is the point, unless you'd like to protest that your 'bad form' declaration was only valid for the example you used, which renders it rather useless in proving other points.

Defend your concept or abandon it. Try finding something better to justify your examples with, than a concept which essentially draws on everything the other person has been saying all along.

Unless, of course, you were trying to subtly acknowledge that there wasn't really a major disagreement, to the extent of flaming them at any rate :)