Friday, January 13, 2012

The 'Other Planet And Don't Know It' Phenomenon

The Other Planet phenomenon...

I know people who are not like me exist.

I also know it's not because they aren't all lunatics who just don't know what I know.

Do they?

One of the strange things to me about the latest spasm of WellHere'sWhatIIIIIIThinkAbout D&D going around is how many Type IV players who are used to the newest edition of D&D do not seem to even be aware that not everybody rolls like them--like as if they think other people don't appreciate the features of the game because they didn't notice they exist.

Somebody on G+ linked to one of these folks and we had an interesting discussion about the nature of this gap...

I said:

This is one of those "we live in a different world" things. describing encounter balance as if it's always a good thing and describing changes to the game as "advances" just suggests this person's from a different planet. I know he's on a different planet--does he know how many gamers aren't on his planet?4:23 PM - Edit

Guy Who Posted The Link- Encounter "balance" is a good thing to me, because IMO it's easy to make an encounter easy or hard, but it's quite difficult to make one that's challenging mechanically without fudging the dice.

I do think that some of the "advances" of 3 and 4e brought up their own issues, hopefully this D&D NExt thing can reconcile some of that.4:50 PM

Zak S - See, that's totally alien to me. I find it really easy to make a challenging encounter and I never fudge dice. This is what I mean. I can't even figure out how it would be hard. Give the monster a high "to hit" and lots of hit dice. next problem...4:54 PM - Edit

Guy Who Posted The Link-So you're telling me you've never had a party either steamroll an encounter or get TPK'd unexpectedly in O,1 or 2e that you thought was going to be a challenge? I can't imagine that. Then again, maybe I just sucked at making encounters in those systems.

Zak S - Sure they sometimes steamroll or get TPK'd (maybe 10% of the time) but I do not see how that's a problem. Those things are vital parts of the game for me.
I think seeing a TPK or instasuccess as a disaster to be avoided is a hallmark of the "different world" syndrome.
5:11 PM - Edit

Guy Who Posted The Link-OK. I can see that. THe way I see it is, I want to have maximum control over the encounter difficulty so that when my party fights a BBEG or other major battle, I can be reasonably sure that they're not going to end up steamrolling it or being TPK'd unexpectedly. In my experience that's not really fun for the players or the DM. To me a lot of the drama from combat is sometimes coming down to the wire. Who is going to win? I want to be able to play my NPCs and monsters to their fullest without either wiping the party or being slaughtered, unless of course that's the purpose of the encounter.

The difference here that we're having right now is the biggest wall that WotC faces with D&D Next. Unless they come up with some great modular ways to give us both what we want. 5:18 PM

Zak S - Exactly! I want to be able to play my monsters and NPCs to the fullest knowing It MIGHT lead to a TPK! That way my players are genuinely scared and therefore genuinely, desperately inventive. Although that carries the risk of TPK, it also carries the reward of them maybe surviving knowing there was no "safety net".

I just feel like what's weird to me is it seems like half the 4e peeps posting don't even know this playstyle exists or is considered fun.5:23 PM - Edit

Guy Who Posted The Link-I agree, I'm not saying there should never be TPK's, I'm just saying I want to be able to better gauge the results. For my past groups, 2e was pretty swingy,which I think what 3e and 4e designers were trying to get away from. However, in the process they sometimes make it too safe. The 4e Healing Surges is an "advance" that I'm not a fan of because of this. Additionally when you're healed up to full every day my brain rebels as "unrealistic!

___________
It's surprising how much of it is all down to a few numbers really:

Adjusting the numbers increases or decreases the chance of Unexpected Immediate Party Success or Unexpected Total Party Kill.

Unexpected Total Party Kills and Unexpected Immediate Party Successes both lead to the GM having to improvise to fill up the rest of that 2-hour session.

And being ok with improvising is the difference between a GM who has a story to tell and a GM with no planned story.

And the difference between a GM who likes a planned story and a GM who is ok without one is pretty much all the difference in the world.