<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: Chatty&#8217;s Debates: The Relative Merits of Action-Oriented RolePlaying</title>
	<atom:link href="http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/feed/" rel="self" type="application/rss+xml" />
	<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/</link>
	<description>Like Hanging at the Cash Register of your Favorite Game Store</description>
	<pubDate>Fri, 05 Dec 2008 00:31:10 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.5</generator>
		<item>
		<title>By: jonathan</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-14182</link>
		<dc:creator>jonathan</dc:creator>
		<pubDate>Tue, 14 Oct 2008 14:51:12 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-14182</guid>
		<description>This post and the ensuing debate is, IMHO, a must read for anyone considering 4E D&#38;D over other game systems. I've submitted this post to the upcoming OPEN GAME TABLE RPG Anthology for consideration/review. Of course, nothing will be published in &lt;a href="http://thecoremechanic.blogspot.com/2008/10/open-game-table-clarification-and.html" rel="nofollow"&gt;Open Game Table&lt;/a&gt; until the author releases the material for inclusion in the Anthology. This post was simply submitted for consideration; which is the first step towards identifying the best in RPG blogging. Let me know if you have any questions over at the The Core Mechanic or in the &lt;a href="http://groups.google.com/group/open-game-table" rel="nofollow"&gt;OPEN GAME TABLE google group&lt;/a&gt;. In meantime, keep up the excellent work (!) and I'll be in touch.

&lt;abbr&gt;&lt;em&gt;jonathans last blog post..&lt;a href="http://feeds.feedburner.com/~r/TheCoreMechanic/~3/420557811/open-game-table-clarification-and.html" rel="nofollow"&gt;Open Game Table: Clarification and Discussions&lt;/a&gt;&lt;/abbr&gt;&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>This post and the ensuing debate is, IMHO, a must read for anyone considering 4E D&amp;D over other game systems. I&#8217;ve submitted this post to the upcoming OPEN GAME TABLE RPG Anthology for consideration/review. Of course, nothing will be published in <a href="http://thecoremechanic.blogspot.com/2008/10/open-game-table-clarification-and.html">Open Game Table</a> until the author releases the material for inclusion in the Anthology. This post was simply submitted for consideration; which is the first step towards identifying the best in RPG blogging. Let me know if you have any questions over at the The Core Mechanic or in the <a href="http://groups.google.com/group/open-game-table">OPEN GAME TABLE google group</a>. In meantime, keep up the excellent work (!) and I&#8217;ll be in touch.</p>
<p><abbr><em>jonathans last blog post..<a href="http://feeds.feedburner.com/~r/TheCoreMechanic/~3/420557811/open-game-table-clarification-and.html">Open Game Table: Clarification and Discussions</a></em></abbr></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11694</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sun, 29 Jun 2008 02:21:06 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11694</guid>
		<description>As mentionned, I'm closing the comments.  

Discussions can be continued &lt;a href="http://chattydm.net/forums/index.php/topic,225.msg1817.html#msg1817" rel="nofollow"&gt;here&lt;/a&gt;.

Great discussion one and all</description>
		<content:encoded><![CDATA[<p>As mentionned, I&#8217;m closing the comments.  </p>
<p>Discussions can be continued <a href="http://chattydm.net/forums/index.php/topic,225.msg1817.html#msg1817">here</a>.</p>
<p>Great discussion one and all</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Michael Phillips</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11691</link>
		<dc:creator>Michael Phillips</dc:creator>
		<pubDate>Sat, 28 Jun 2008 23:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11691</guid>
		<description>Ben
Personally, outside of the ultra structured single story games (my life with master etc) I've never seen a satisfactory story mechanic in a straight rpg. 

(As opposed to background mechanics like the character novels from Spirit of the Century, which are story building tools, but they primarily make building a coherent party of adventurers easier. I'm considering doing something like that in my next Eberron game.)

I've generally found story building mechanics to be, outside of games that are designed to railroad a party through a specific story, at best unhelpful and at worst counter productive. 

Of course for my story games, I generally want my combat and my action rules to be simple but robust and my everything else rules to be as minimalistic as possible. (This is why I never ever used those stupid reaction tables in earlier editions of the game, much to the distress of the Diplomacy build half elf uberbard in my last campaign. )</description>
		<content:encoded><![CDATA[<p>Ben<br />
Personally, outside of the ultra structured single story games (my life with master etc) I&#8217;ve never seen a satisfactory story mechanic in a straight rpg. </p>
<p>(As opposed to background mechanics like the character novels from Spirit of the Century, which are story building tools, but they primarily make building a coherent party of adventurers easier. I&#8217;m considering doing something like that in my next Eberron game.)</p>
<p>I&#8217;ve generally found story building mechanics to be, outside of games that are designed to railroad a party through a specific story, at best unhelpful and at worst counter productive. </p>
<p>Of course for my story games, I generally want my combat and my action rules to be simple but robust and my everything else rules to be as minimalistic as possible. (This is why I never ever used those stupid reaction tables in earlier editions of the game, much to the distress of the Diplomacy build half elf uberbard in my last campaign. )</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11690</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sat, 28 Jun 2008 23:14:49 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11690</guid>
		<description>I think we've reached the point where we all circle around the same positions and not meeting a common point.  

I'll let each one post once more and I'll close the comments at 10h00 PM.

I'll open a Forums thread to continue the discussion and link to it from here.

Edit: I need to add, thanks for the vigorous activity, it was interesting to read.</description>
		<content:encoded><![CDATA[<p>I think we&#8217;ve reached the point where we all circle around the same positions and not meeting a common point.  </p>
<p>I&#8217;ll let each one post once more and I&#8217;ll close the comments at 10h00 PM.</p>
<p>I&#8217;ll open a Forums thread to continue the discussion and link to it from here.</p>
<p>Edit: I need to add, thanks for the vigorous activity, it was interesting to read.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Graham</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11689</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Sat, 28 Jun 2008 23:07:14 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11689</guid>
		<description>&lt;i&gt;Doesn’t that seem just a little unbalanced and driving the focus of the game more towards combat?&lt;/i&gt;

No, it seems like it's a core book with more tools than 3.X core books had, and little room to add anything more.</description>
		<content:encoded><![CDATA[<p><i>Doesn’t that seem just a little unbalanced and driving the focus of the game more towards combat?</i></p>
<p>No, it seems like it&#8217;s a core book with more tools than 3.X core books had, and little room to add anything more.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ish</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11688</link>
		<dc:creator>Ish</dc:creator>
		<pubDate>Sat, 28 Jun 2008 23:03:48 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11688</guid>
		<description>"Didn’t the designers have a responsibility to add more of those storybuilding mechanics to the game so that new players would see the benefits of all that additional development?"

No.  In my opinion they had no such responsibility; furthermore I feel that "storybuilding" and "mechanics" are nigh unto mutually exclusive terms.  How does a feat add to the story?  Was my Halfling Theif in AD&#38;D not "sneaky" or "agile" because he lacked those feats?  Was my charismatic cavalier not an effective leader because there was no "leadership" feat?</description>
		<content:encoded><![CDATA[<p>&#8220;Didn’t the designers have a responsibility to add more of those storybuilding mechanics to the game so that new players would see the benefits of all that additional development?&#8221;</p>
<p>No.  In my opinion they had no such responsibility; furthermore I feel that &#8220;storybuilding&#8221; and &#8220;mechanics&#8221; are nigh unto mutually exclusive terms.  How does a feat add to the story?  Was my Halfling Theif in AD&amp;D not &#8220;sneaky&#8221; or &#8220;agile&#8221; because he lacked those feats?  Was my charismatic cavalier not an effective leader because there was no &#8220;leadership&#8221; feat?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ben</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11687</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Sat, 28 Jun 2008 22:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11687</guid>
		<description>I didn't miss it at all, I noted that in post #35:

"And I can certainly critique 4E for not having more– they had 3 years to realize where the storybuilding tools were missing. They told me in at least one excerpt/preview that there *would* be new tools. Aside from skill challenges (which I can fully slap my palm to my forehead and say, “well, duh!, of course they’re being integrated into my 3E game) what do they provide? Pawning it to the setting rules does us no good– there’s no setting to draw from. I’m sincere in this request: What do they provide for storybuilding in 4E?"

My point is that other than skill challenges, what else does 4E give us? Nothing. They say "you don't need it!" when the point is that some tables certainly do need more, and they had more from 3E.

I'm saying this:

A lot of storybuilding tools were developed for d20 in the six years before 4E design got into full swing. *None* of those tools seem to have made it into 4E. A lot of shiny new combat mechanics did get incorporated. Doesn't that seem just a little unbalanced and driving the focus of the game more towards combat? Didn't the designers have a responsibility to add more of those storybuilding mechanics to the game so that new players would see the benefits of all that additional development?

@Tommi: I'm saying that those two characters might be optimal for completely different tables. If they're at the same table, then their GM has responsibility to create a playstyle that accomodates both and keeps both interested and involved. That's his job, not the system's. 

I don't think 3E has to be combat-centric, it's just the path most of us are very familiar with, and so it becomes the path of least resistance. Your suggestion of two pools of resources is interesting, and in a sense we're halfway there-- more skill points and a seperate category of "skill feats" in addition to "combat feats" would probably go a long way to giving a lot of tables the extra tools that might inspire more non-combat driven story.

-Ben.

Bens last blog post..&lt;a href="http://terraleon.livejournal.com/3818.html" rel="nofollow"&gt;Robin Law's Gamer Type Quiz&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I didn&#8217;t miss it at all, I noted that in post #35:</p>
<p>&#8220;And I can certainly critique 4E for not having more– they had 3 years to realize where the storybuilding tools were missing. They told me in at least one excerpt/preview that there *would* be new tools. Aside from skill challenges (which I can fully slap my palm to my forehead and say, “well, duh!, of course they’re being integrated into my 3E game) what do they provide? Pawning it to the setting rules does us no good– there’s no setting to draw from. I’m sincere in this request: What do they provide for storybuilding in 4E?&#8221;</p>
<p>My point is that other than skill challenges, what else does 4E give us? Nothing. They say &#8220;you don&#8217;t need it!&#8221; when the point is that some tables certainly do need more, and they had more from 3E.</p>
<p>I&#8217;m saying this:</p>
<p>A lot of storybuilding tools were developed for d20 in the six years before 4E design got into full swing. *None* of those tools seem to have made it into 4E. A lot of shiny new combat mechanics did get incorporated. Doesn&#8217;t that seem just a little unbalanced and driving the focus of the game more towards combat? Didn&#8217;t the designers have a responsibility to add more of those storybuilding mechanics to the game so that new players would see the benefits of all that additional development?</p>
<p>@Tommi: I&#8217;m saying that those two characters might be optimal for completely different tables. If they&#8217;re at the same table, then their GM has responsibility to create a playstyle that accomodates both and keeps both interested and involved. That&#8217;s his job, not the system&#8217;s. </p>
<p>I don&#8217;t think 3E has to be combat-centric, it&#8217;s just the path most of us are very familiar with, and so it becomes the path of least resistance. Your suggestion of two pools of resources is interesting, and in a sense we&#8217;re halfway there&#8211; more skill points and a seperate category of &#8220;skill feats&#8221; in addition to &#8220;combat feats&#8221; would probably go a long way to giving a lot of tables the extra tools that might inspire more non-combat driven story.</p>
<p>-Ben.</p>
<p>Bens last blog post..<a href="http://terraleon.livejournal.com/3818.html">Robin Law&#8217;s Gamer Type Quiz</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ish</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11686</link>
		<dc:creator>Ish</dc:creator>
		<pubDate>Sat, 28 Jun 2008 22:13:02 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11686</guid>
		<description>Yep, Graham pretty much beat me to the punch here Ben.  The system you described is exactly what I've been doing for many years (I cut my teeth DMing AD&#38;D1e) and it is one that has been codified in 4E.

The 4E skill system is made to act as "mechanics [that] help design situations, [that] aid players and ease the abstraction."  At least, thats how I read it when look through my PHB.  (Although, I confess, I have not yet purchased the DMG or MM.)</description>
		<content:encoded><![CDATA[<p>Yep, Graham pretty much beat me to the punch here Ben.  The system you described is exactly what I&#8217;ve been doing for many years (I cut my teeth DMing AD&amp;D1e) and it is one that has been codified in 4E.</p>
<p>The 4E skill system is made to act as &#8220;mechanics [that] help design situations, [that] aid players and ease the abstraction.&#8221;  At least, thats how I read it when look through my PHB.  (Although, I confess, I have not yet purchased the DMG or MM.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Graham</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11685</link>
		<dc:creator>Graham</dc:creator>
		<pubDate>Sat, 28 Jun 2008 21:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11685</guid>
		<description>&lt;i&gt;I’m not always so lucky when assembling a table and time spent rolling and playtesting those mechanics myself is time not spent designing campaign.&lt;/i&gt;

I have to ask.

Did you completely miss the skill challenge system in 4e?  This sounds like the exact thing you're advocating.

I'm confused by your arguments.</description>
		<content:encoded><![CDATA[<p><i>I’m not always so lucky when assembling a table and time spent rolling and playtesting those mechanics myself is time not spent designing campaign.</i></p>
<p>I have to ask.</p>
<p>Did you completely miss the skill challenge system in 4e?  This sounds like the exact thing you&#8217;re advocating.</p>
<p>I&#8217;m confused by your arguments.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ben</title>
		<link>http://chattydm.net/2008/06/25/chattys-debates-the-relative-merits-of-action-oriented-roleplaying/#comment-11684</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Sat, 28 Jun 2008 21:17:54 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=661#comment-11684</guid>
		<description>"The key difference between your veiw and mine is that you see to require a mathematic system to detirmine social or other non-combat encounters. To me, that is counter productive to a good roleplayign experince. The math should only come into play when there is a question of luck or randomness. That is why we have dice. Anythign that doesn’t require mechanical randomization should have no die rolls, and thus requirs little to no content in rulebook."

I don't *need* a mathematical formula to determine the outcomes, I find it very useful in setting a challenge, in drawing in a player who might not otherwise attempt that kind of interaction-- those tables and skills begin as "gateway tools," giving newer or less outgoing players a tool they can grow from and develop those skills.

If I have some kind of social encounter that I've set up with DCs and circumstance bonuses and situational modifiers and a few easter eggs and my table's resident Method Actor steps up and improvises the right dialogue and the proper responses and draws in the right people and does a proper bang-up job, I'm not going to roll anything; I'm going to give it to him.

If the Tactician, who's usually more at home directing combat but wants to grow the officership side of his marshal tries his hand at the same situation but stumbles a bit, is obviously a little uncomfortable, but wants to experiment with it, then I'll suggest a couple of rolls for related skills pertinent to the discussion, and if he does decently, give him the hints. Then, if he struggles a little more, I can let him roll his diplomacy. If he pushes through it and does decently, I'll ask him for a roll that's anything but failure... the mechanics are useful here, but not mandatory.

For the table that's all hardcore Powergamers that I'm trying to expose to the possibilities of social interaction encounters or non-combat tension encounters, I can ask for some related skill checks, let them work together but keep it abstract, eventually asking for N successes out of N+X players...then I use some prose to string the checks and discussion along briefly, showing how I can incorporate their planning or actions into an explanation that results in the roll and the consequences... doing this every once in a while, I might get one of them to try a few other aspects of the game.

I think the idea of those guidelines is counterproductive to you because it sounds like your group is solidly in the first example, so you just blur right past the need for guidelines. I'm not always so lucky when assembling a table and time spent rolling and playtesting those mechanics myself is time not spent designing campaign.

"This was something I first addressed in Post #2 (above). Roleplaying is, to me, when the participants assume the roles of characters. They adopt and act out the role of the character, like a part in a play, and give life to their characters’ personalities, motivations, and backgrounds." 

Right, but better defining those backgrounds, motivations, and personalities with tools like feats, hooks, and skills helps players who might not be so accustomed to designing characters and allows them to make more robust character personalities.

"That doesn’t require mathematics, it requires prose. I don’t think that the “Leadership” or similar feats from 3.x were good for roleplaying. They were a mathematical kludge that let your character make freinds and influence people…"

I say mechanics, not necessarily mathematics...two different things. What you saw as kludge, I saw as devilish hook and opportunity to springboard a character and the party off on occasional sidetreks for assistance and growth. Leadership is the best gift a player can give his GM.

"I hate to use the term, but that strikes me as “Roll Play.” You are letting the math determine how your character interacts with soceity, rather than letting the story (”roleplay”) make that determination."

Hopefully I've demonstrated that, no, I don't need mathematics. I'm looking for mechanics to help design situations, to aid players and ease the abstraction. Being told to "wing it" all the time ain't cool for a table of newbies. Many times, they're more likely to pull back into their shell than risk, especially if they're just trying something that they were uneasy with to start.

-Ben.

Bens last blog post..&lt;a href="http://terraleon.livejournal.com/3818.html" rel="nofollow"&gt;Robin Law's Gamer Type Quiz&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;The key difference between your veiw and mine is that you see to require a mathematic system to detirmine social or other non-combat encounters. To me, that is counter productive to a good roleplayign experince. The math should only come into play when there is a question of luck or randomness. That is why we have dice. Anythign that doesn’t require mechanical randomization should have no die rolls, and thus requirs little to no content in rulebook.&#8221;</p>
<p>I don&#8217;t *need* a mathematical formula to determine the outcomes, I find it very useful in setting a challenge, in drawing in a player who might not otherwise attempt that kind of interaction&#8211; those tables and skills begin as &#8220;gateway tools,&#8221; giving newer or less outgoing players a tool they can grow from and develop those skills.</p>
<p>If I have some kind of social encounter that I&#8217;ve set up with DCs and circumstance bonuses and situational modifiers and a few easter eggs and my table&#8217;s resident Method Actor steps up and improvises the right dialogue and the proper responses and draws in the right people and does a proper bang-up job, I&#8217;m not going to roll anything; I&#8217;m going to give it to him.</p>
<p>If the Tactician, who&#8217;s usually more at home directing combat but wants to grow the officership side of his marshal tries his hand at the same situation but stumbles a bit, is obviously a little uncomfortable, but wants to experiment with it, then I&#8217;ll suggest a couple of rolls for related skills pertinent to the discussion, and if he does decently, give him the hints. Then, if he struggles a little more, I can let him roll his diplomacy. If he pushes through it and does decently, I&#8217;ll ask him for a roll that&#8217;s anything but failure&#8230; the mechanics are useful here, but not mandatory.</p>
<p>For the table that&#8217;s all hardcore Powergamers that I&#8217;m trying to expose to the possibilities of social interaction encounters or non-combat tension encounters, I can ask for some related skill checks, let them work together but keep it abstract, eventually asking for N successes out of N+X players&#8230;then I use some prose to string the checks and discussion along briefly, showing how I can incorporate their planning or actions into an explanation that results in the roll and the consequences&#8230; doing this every once in a while, I might get one of them to try a few other aspects of the game.</p>
<p>I think the idea of those guidelines is counterproductive to you because it sounds like your group is solidly in the first example, so you just blur right past the need for guidelines. I&#8217;m not always so lucky when assembling a table and time spent rolling and playtesting those mechanics myself is time not spent designing campaign.</p>
<p>&#8220;This was something I first addressed in Post #2 (above). Roleplaying is, to me, when the participants assume the roles of characters. They adopt and act out the role of the character, like a part in a play, and give life to their characters’ personalities, motivations, and backgrounds.&#8221; </p>
<p>Right, but better defining those backgrounds, motivations, and personalities with tools like feats, hooks, and skills helps players who might not be so accustomed to designing characters and allows them to make more robust character personalities.</p>
<p>&#8220;That doesn’t require mathematics, it requires prose. I don’t think that the “Leadership” or similar feats from 3.x were good for roleplaying. They were a mathematical kludge that let your character make freinds and influence people…&#8221;</p>
<p>I say mechanics, not necessarily mathematics&#8230;two different things. What you saw as kludge, I saw as devilish hook and opportunity to springboard a character and the party off on occasional sidetreks for assistance and growth. Leadership is the best gift a player can give his GM.</p>
<p>&#8220;I hate to use the term, but that strikes me as “Roll Play.” You are letting the math determine how your character interacts with soceity, rather than letting the story (”roleplay”) make that determination.&#8221;</p>
<p>Hopefully I&#8217;ve demonstrated that, no, I don&#8217;t need mathematics. I&#8217;m looking for mechanics to help design situations, to aid players and ease the abstraction. Being told to &#8220;wing it&#8221; all the time ain&#8217;t cool for a table of newbies. Many times, they&#8217;re more likely to pull back into their shell than risk, especially if they&#8217;re just trying something that they were uneasy with to start.</p>
<p>-Ben.</p>
<p>Bens last blog post..<a href="http://terraleon.livejournal.com/3818.html">Robin Law&#8217;s Gamer Type Quiz</a></p>
]]></content:encoded>
	</item>
</channel>
</rss>
