Wednesday, 31 July 2019

No One Ever Escapes, Do They?

A long time ago, in response to this post, I said

These are good examples of exactly what I said in the other thread. Thanks!
For example, in a "fiction-first" system, the sorcerer's attempt to intimidate would tend to work against the wizard's and ranger's attempt to soothe. In a "rules-first" system, one ignores the dichotomy.
EDIT: Also, in a "fiction-first" system, the players could attempt to avoid a combat because that offered their best chance of success. If you design the challenge of avoiding said combat "To keep the XP and pacing about the same as I'd planned", then you undo the value of that choice. 
RC
It has been pointed out to me that, about a year ago, EnWorld user pemerton has been taking that out of context, to suggest, as victim did at the time, that a "single, correct choice" damages player agency. This is victim's post, which pemerton excerpts from:

I strongly disagree. Wide variance in difficulty or rewards based on player strategy doesn't preserve the value and meaning of player choice, it destroys that value - essentially, you create a single correct choice.
In a sort of in combat sense, think of 3e giants. They have pretty good stuff in general, especially in melee combat (and doubly so if specced to use combat maneuvers like Disarm or Sunder), and then really awful Will saves. Even if your wizard doesn't emphasize enchantments - let's say we're talking about an evoker - using Will based spells (Confusion, Slow, etc) is still the way to go even if your normal Spell Focuses don't apply. What the player/character would prefer to do; what they've chosen to be good at doesn't really matter, because taking advantage of giant's weakness provides such an overwhelming advantage.
Similarly, if a diplomatic approach is just as hard as a fight, whether or not the PCs have good CHA, skill trainings, etc means something. The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values. If talking is easy, then PCs can get through without strong social skills, and all that their choice tells us about the characters is that they're expedient. 
When one choice is obviously superior, going for it is a pretty trivial decision.
Now, one might note that there is a world of difference between "the players could attempt to avoid a combat because that offered their best chance of success" and one choice being "obviously superior" or the DM sets up a "single correct choice". What the "best chance of success" is need not even be static - in most role-playing games, players can use up resources that change the strategies they use to meet challenges. When you are low on hit points, a fight that you could easily have won earlier may no longer be worthwhile.

The situation is set up by the DM; the strategy is determined by the players. It is not the DM who determines how the players should meet a challenge, it is the players.

It may be true that "The fact that the characters chose a non violent means of resolving the problem even if it wasn't any easier tells us something about their values", but it also might mean that they built their hammer to hit the nail in a particular way.

Victim says, "What the player/character would prefer to do; what they've chosen to be good at doesn't really matter, because taking advantage of giant's weakness provides such an overwhelming advantage." But this is really an argument that what the player has decided should determine what works best. If I am an evoker, evocation should be as successful against giants as enchantments.

Meh.

When the players have a chosen manner of dealing with problems, be it hitting them with an axe or with charm person, you learn more about them when their chosen solution isn't optimal than when it is. This is because the players must actually engage with the game, and seek out new solutions. And if their solutions are clever enough to make an encounter easier, the GM should not inflate the encounter to meet their predetermined difficulty level. And if their solutions make the problem worse, the GM should not shrink the difficulty to compensate.

If the outcome is the same no matter what choices are made, the choices do not matter to the outcome. This should be blindingly obvious.

Moreover, the context of the post is the idea of a skill challenge where one person attempts to intimidate a bear, while two people attempt to soothe it, and there is no consequence for choosing this paradoxical approach because game mechanics trump the fiction of the game.

I refer you now to this post, where it is clear that pemerton not only understood the context, but agreed to at least some degree with the edit. He also ignores this post, which answers his objections.

I hope that the point I was trying to make was clear: If the GM determines that the encounter will be of X difficulty no matter how the players decide to approach it, then the GM has stripped the players of their agency in the encounter. 

Anyway, that sort of misrepresentation was not unusual on EnWorld when I was active there, and it should not surprise me that it is still ongoing. I thought I was completely out, but no one ever really escapes, do they?

If you are interested, see here, here, here, and here.

And I suppose none of that really matters, but I disliked it when I was on EnWorld, and I still dislike it today. And it is still the same people pulling the same BS.

Cheers to having found a better community!

Related Posts: Difficulty in RPG Scenarios and Difficulty: Not Just For Players.

1 comment:

  1. It should be surprising that one can say that they do X "To keep the XP and pacing about the same as I'd planned" regardless of player choices, and at the same time claim that doing X doesn't negate the value of those same choices.

    It should be, but it isn't.

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