Topic: [Tunnels and Trolls] A Player's Dissatisfaction
Started by: epweissengruber
Started on: 3/13/2006
Board: Actual Play
On 3/13/2006 at 5:51pm, epweissengruber wrote:
[Tunnels and Trolls] A Player's Dissatisfaction
Members of the IndieRPG group in Toronto have been playing around with T&T. The most eloquent response to the session was highly critical of the system. I am posting parts of our discussion here as there has been some very good discussion of how the game plays out in practice and some of you might be able to respond to Hans' points.
Here is the link: http://roleplayers.meetup.com/261/boards/view/viewthread?thread=1688812&pager.offset=10&lastpage=yes#3265610
Hans' Initial Response to The Session:
• "Good time last night Mark. I think T&T has promise, with reservations"
.
Mark, the GM, responds:
• "The system is so simple and light-hearted, I want to let it get away with everything. Combat was pretty deadly, but I think that is a trick of properly gauging the monster strength with the party's. The system by its simplicity and it whimsy does encourage a very light-hearted approach."
• "The system is so simple and light-hearted, I want to let it get away with everything. Combat was pretty deadly, but I think that is a trick of properly gauging the monster strength with the party's. The system by its simplicity and it whimsy does encourage a very light-hearted approach."
• "A lot of the joking around the table came from the trite & archaic nature of it. That's fine and part of the fun and I certainly catered to it but it does work against the system to a degree--making it very trivial. I believe this is what Hans has reservations about. It's fun, but Hamilton is a long way to come for what amounts to something like a Saturday morning cartoon (would you say that's correct, Hans?)"
• "I would like to really encourage imaginative use of the Saving Rolls, and also make an attempt to push things above a simple dungeon crawl. What draws me is the idea of a living dungeon. Not literally, but in something that responds to its invasion. Whether or not I can pull it off... well, we'll see."
Hans' Second Response --It's The System, Not the GM:
• "OK, here is my take on T&T. It sounds harsh, probably because it is. Mark, nothing I say here has anything to do with you. I think you are a good GM, and if anyone could make T&T worth playing for me, it would be you. All of the above is strictly commentary about the GAME of T&T, and not the instance of play "Mark running T&T last week"."
• "I find the system flawed for one big reason: there is little or nothing the player can do to adjust the randomness in their favour and increase their effectiveness. There are no tactics a player can use (at least, from the rules demonstrated in our session) to increase their chance of success. You simply roll the dice and add them up. There are no positional/circumstance advantage rules (i.e. D20 gamist/wargaming play, flank bonuses, concealment and the like), no action/hero points or other resource managent aspects (i.e. Heroquest narrativist) (with the exception of spells, see below). The system is neither complex enough to enjoy from a sim "system exploration" perspective, nor realistic enough to enjoy from a sim "setting exploration" perspective. The characters are completely random, and darn simple, so there is not much room for "character exploration" either."
• "So, I have to say that from my perspective T&T is essentially an elaborate version of snakes and ladders with some narrative associated with it. It has less strategy than Yahtzee."(emphasis added)
• "The Saving Rolls do have some promise, but in a convoluted way. Essentially here the player MIGHT have some way to increase their chance of effectiveness, but only if they can convince (through negotiation, whining, or bribes) the GM to allow them to roll their highest stats and not their lowest. Frankly, then, here is what I can see being my experience as a highly gamist/narrativist player in T&T:
Mark: The blood sucking hummingbirds start swarming around you! We are in combat, what do you do?
Hans (noting IQ is his highest stat): Hmmm. what if I were to use my IQ to calculate their trajectories in such a way to ensure that only one of them can get to me at a time?
Mark: Lame, lame, no way.
Hans (in a whiny voice): Pretty please?
Mark: Forget it.
Hans (noting that Dex is his next highest stat): OK, how about I use my Dex to dodge around them, ensuring that only one can hit me at a time?
Mark: (a bit exasperated) Sure, OK, your Difficulty is DC 50, make the roll.
Hans: (weighing the XP you get from failed rolls carefully, even though he has no hope of success) Hmmm, tempting, tempting, could you make it either 60 or 25? 50 isn't quite bad enough to make me want to roll it for the XP.
Mark: Just make the damn combat roll!!!!!"
• "The basic problem is since there are very few rules that can work to assist the player in increasing effectiveness (either at gamist getting XP and gold, or narrativist telling cool story), it all falls back on the social contract." (emphasis added)
• "Magic does add something in to this as well, which is one reason why I can't imagine ever playing a Warrior in this game. There is an element of resource management in terms of the power points spent on spells, which gives the player some control (since the spells seem to be VERY effective). But this, I think, would just lead to a war of attrition between the players and the GM. I would just keep spamming "O Go Away Now" and that other kill spell (especially since we get XP for monsters that run away) until I ran out of points, then leave the dungeon, cut down another sapling, make a new staff, and go back in."
• "Now, compare this to the Saturday Morning Cartoon that Capes can become. Capes can be (and has in many of our experience) been just as silly as T&T was. However, Capes has a highly tactical GAME at its core. By paying attention, using your resources wisely, picking your battles, and knowing some basic tricks, you can do all kinds of things to turn a seeming defeat into victory in Capes. The game itself provides some enjoyment (at least for me) even when the story might not."
• "I would also compare this to Donjon (another game with a cartoonish flair in my one experience). In Donjon, the fact narration mechanic is MAJOR. It allows a player to conceivable change the whole basis of a conflict with one good roll. It evens the playing field enormously between the GM and the player."
• (as the GM who introduced Donjon to Hans, let me comment: Social Contract is the key to maintaining consistency. There is no in-game mechanic to prevent a player from turning an evening of grim combat into a farce. But if everyone sticks to a limit such as "Tongue in Cheek," where the players can make all kinds of in-jokes but the characters take everything with the utmost seriousness, then you can keep the fun without the cartooniness.)
• "I also want to compare one other game to the way we were playing last week, and that is Paranoia. There were a lot of similarities. First, characters were essentially disposable. Second, players were perfectly willing to stab other players in the back. Third, it was all played for humour. However, Paranoia is a game that was designed for this kind of play and lots of features (both in the setting and in the mechanics) that make it work well."
• "Now, what could be done to improve T&T? I could suggest several things, from adding some kind of "Hero Die" mechanic, to adding more tactics to the combat, to non-random character generation, etc. But then, all of these features ALREADY exist in other games. And this is the real root of the problem...T&T (compared to many modern games) is a Commodore 64 compared to an IBook. Its just old, obsolete technology. The only reason to use a Commodore 64 these days is nostalgia, and I don't have any. I think the same goes for T&T."(emphasis added)
• "WOW, could I slam a game any harder? Sorry if that offends anyone, especially Mark. My intent was simply to provide my honest assessment of T&T as a game system."
On 3/13/2006 at 7:05pm, tzunder wrote:
Re: [Tunnels and Trolls] A Player's Dissatisfaction
I have played T&T solo for years. It's ok for that but the system is so fundamentally broken that I'd hesitate ever running it except as a deliberate nostalgia one off with some of my fellow T&T cronies.
You could write a new T&T that honoured the essential style and feel of the game, but it wouldn't be compatibnle with the stocks of the soloes that Rick Loomis has, so he always wants a game that is compatible with his stock.
T&T introduced so much to the hobby (creatures as equals to humans as PCs, spell points, humour, differential dice rolls for characteristics, damage absorption, solo adventures) but as it stands it is a curious museum piece. Still good enough for the great solos tho'.
On 3/13/2006 at 7:14pm, rafial wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Well, my first reaction would be to say that T&T and Hans are not made for each other. He's clearly looking for a game with a deep tactical subsystem, and T&T isn't intended to deliver that. As for the "abuse the narration to get the best number" thing, I've seen pretty much the same thing happen in Donjon, Universalis, Roach, and pretty much any other game where players are required to "sell" their right to roll their dice. So yes, it does come back to the social contract, what of it :)
My personal experience running T&T has been quite successful, so I don't know that I'd agree that the game is either "broken" or "obsolete".
On 3/13/2006 at 8:03pm, jrs wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
It sounds like Hans is pretty set against T&T, and I don't think anything I could contribute would change that. I guess that a game that causes someone to state, "There is no in-game mechanic to prevent a player from turning an evening of grim combat into a farce," probably means that T&T is not for that person. All I can say is that our group had a blast playing our T&T campaign, and part of the fun we had was in the out-landishness of player character actions.
I will briefly address two points. First, contrary to Hans' statement, I think T&T is all about tactics. It requires the player to be very conscience of the character's resources, namely stat scores, and act accordingly. Running away was something that we learned was an important (if overlooked) strategy. Second, T&T is all about the saving rolls and learning how to take advantage of that element of the mechanics is crucial for successful play.
If you're interested in reading about our campaign as well as extensive comments by the GM, summaries are available at the following links:
[Tunnels & Trolls] Killed me a player-character (spit)
[Tunnels & Trolls] Second level characters
[Tunnels & Trolls] Half-elves are poncy nancy-boys
[Tunnels & Trolls] Gamism ain't for the faint of heart
(I got the giggles re-reading some of those posts!)
Julie
Forge Reference Links:
Topic 6272
Topic 6355
Topic 7104
Topic 7863
On 3/13/2006 at 9:59pm, dunlaing wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Isn't Hans a poster here? I'm pretty sure I've seen him on the Capes forum. It seems weird to have this particular discussion without him posting in the thread.
On 3/14/2006 at 12:11am, Miskatonic wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hi epweissenguber,
I'm not clear on some things here. Is epwessenguber your real name? And how are you involved with the session in question? Are you Mark or Hans?
On 3/14/2006 at 2:30am, Alan wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
I want to just emphasize what Emily said about savign throws. Saving throws are the tactics of T&T combat. A player can, for example, declare they want to separate one combatant from the group and fight only that one, while the other players handle the rest -- the GM sets a save level and consequence for failure and the player rolls. Many other such maneuvers are possible -- it's just up to your imagination.
- Alan
On 3/14/2006 at 7:08am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
What Hans is saying, is that saving throws are essentially an illusionist style cover for GM fiat. The GM likes what your saying, low DC. The GM dislikes what your doing, high DC.
The only things that seperate it from vanilla fiat are:
* If the GM sets the DC too high, his application of force starts to become obvious.
* Getting lucky with the dice rolls can sometimes beat a roll the GM set a bit too low.
One might say "But you should trust the GM to not apply force". The issue with that is, why doesn't the GM just skip using any rules and use explicit fiat? I think Hans doesn't trust/doesn't want to use a mechanic, who's only real use would be to cover up illusionism (if it's being used).
I'd be interested in what Hans thinks about spell slot systems, compared to this. Where, for example, you could anticipate (from how the adventure/game world had gone so far), that you will run into vulnerable to fire monsters. And thus you could select to memorise fireball. In this case the GM does not decide how much damage the spell does to the fire vulnerable monsters (and thus, through fiat, deciding the outcome of the tactic).
On 3/14/2006 at 9:31am, rafial wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
The charge of SR levels as disguised GM fiat has merit in the case where play is generally unstructured, but one of the implied traditions of T&T play, which is hinted at, but not explicitly stated in the rules themselves, is that the GM will *write out* before hand in some detail the parameters of the environment, and the nature of the opposition. This often involves anticipating likely lines of player action, and preestablishing SRs for them. This is made most explicit in what T&T is often best known for, its solo adventures, where the ONLY lines of action available to the player are those anticipated by the adventure writer. So in this case, fiat is avoided by presentation of a fixed challenge that the players are to work though as best they can.
Playing T&T with a live GM has the virtue of allowing players more creativity on the spot, but the risk of some fiat creeping back in. I find it interesting to compare the T&T GMs role in this circumstance to that of the judge in a Matrix game. The parameters of the situation are set by GM narration (often working from written notes) combined with the numbers on the character sheets. Players proposing tactics argue based on this relatively fixed environment established by what has gone before, and the GM setting an SR level is in effect judging the plausibility of the players arguments by setting a likelyhood of those arguments being true. The die roll then "fixes" the outcome as either true or false, and the outcome modifies the situation and informs future arguments.
So if we are going to play the "what would Hans think?" game, I'd be interested in what Hans might think of a Matrix game :)
On 3/14/2006 at 2:46pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hehe, I've generated more discussion here by NOT posting than by posting in other areas. :)
Several comments:
First, epwessengruber (sp?) is Erik, the founder and administrator of the Toronto area Indie RPG meetup group at:
http://roleplayers.meetup.com/261/
He copied these comments by myself and Mark over from that location, for which I thank him. They have generated some interesting stuff.
To Rafial (re: me liking a game with a tactical subsystem): I agree that I am generally a fan of systems with more obvious tactics. To me, tactics can be meta-game or in-game. For example, I find Capes a highly tactical game, even though it is about as abstract as a game can get. It doesn't have to be TROS. I love Heroquest as well, which is not what one would call a tactically rich game, although I am going to comment more on that below.
To Julie (re: seeing more tactics in T&T than I do): My first reaction was to say, "Show me the tactics!" But then I noticed your links to other posts. I will read them and see if it answers my question. :)
To dunliang: Howdy! Glad you recognize my name. I feel the love.
To Alan (re: Saving rolls being the core of the game): I agree with you that Saving rolls are crucial, but disagree with you when you say its just up to YOUR imagination. It really isn't. Its up to the GM's approval of your imagination. See my response to Callan below.
To Callan S.: You have concisely summarized me, but when I see it the way you put it "saving rolls are essentially an illusioist style cover for GM fiat" I realize that I put it a bit too strongly and back up a bit. Games that have a general "Buck Stops Here" GM will always have final GM approval for things the players want to do, so I can't really argue against that. In principle I LOVE the idea of the Saving Rolls, because it really does provide a pretty wide open playing field for what you can do without a lot of extra statistics. The problem is in the way they are implemented. In this game there is no structure, it seems to me, to help the GM in determining how likely success or failure should be. Therefore, it seems there are really only two basic ways: how "realistic" the manuever is (base difficulty on real-world physics) or how interesting the maneuver is. The first is completely contrary to the spirt of T&T (where realism is nowhere to be seen) and a minefield of player argument (becuase, lets face, the number of gamers who could realistically determine how difficult it is to jump onto a chandelier or dodge blood sucking hummingbirds is pretty small). The second makes the game a "please the GM" game. If you please the GM, you get good stuff, and if you don't, you get dreck.
That being said, since you get XP for FAILING saving rolls as well as succeeding at them, there is an incentive to come up with incredibly outrageous saving roll ideas with as high a difficulty as possible. You could get more XP from a single Saving Roll, failed, than an entire combat, if you make sure it is really completely insane.
To Rafial (again) (re: structured adventures): I see exactly what you mean by this, although to me the structured adventure thing you talk about makes T&T even more like a game of Yahtzee not less. It seems to me that all this does is just remove even the "please the GM" tactic from the game; what are you left with? The only tactic from that point forward is calculating probability of several options and picking the one with the highest probability of success. I can see how this would work, though, in terms of consistency, and I can see how some people would enjoy it. My saying I think it sounds dull is an aesthetic judgement, not one based on any system flaws I perceive in playing T&T that way. In fact, now that I think about it some more, the GM deciding, a priori, what Saving Rolls are possible in various situations, and setting their difficulty before hand, suddenly makes the game make a lot more sense to me, if it was the intended mode of play.
To Rafial (again) (re: Live GM and the Matrix): Never played the Matrix game, so I have no idea how I would respond. Your statement "GM setting SR level is in effect judging the plausibility of the players arguments" however, is really the core of my problem. What is plausible? How do you decide plausibility? Is it based on "realism"? If I want realism, sorry, but I'll go play GURPS or Twilight 2000 or, for preference, TROS. T&T does not have a realistic line in its entire rules. So if "realism" isn't the standard, what is? It strkes me it is what is interesting to the GM. If you like playing a game of "please the GM", then go for it! I can see how this could be fun. Personally, I only like playing "please the GM" if I am the GM. :)
To Callan S (re: spell systems): I'm not completely certain as to what your question was Callan, so I will just natter on for a bit. To me, spellcasters in T&T are essentially psionicists from D20, in that they have a list of spells they can cast, and set of power points they can use to cast them. This is pretty standard stuff, and has worked in a lot of games. From a system perspective, it seems completely workable, and in fact spell casters are the only thing I would ever play in T&T, I think, because it gives you a lot more to think about and do. From a genre, narrative perspective I detest all such magic systems, because to my mind they remove just about all creativity and mystery from magic. But that is an aesthetic preference.
However, this brings to mind a system of "please the GM" which I could contrast against T&T, namely, the magic system from Mage: The Ascension (haven't played the new version). Clearly, this system is a "please the GM" system. The player proposes some magical effect they want to create, and the GM decides how difficult it will be. However, there is a large body of guidelines provided in the rules that give some common framework for this decision: the sphere descriptions by level being the most important, and then the various modifiers to difficulty based on circumstance. Sure, if you propose something the GM really loves, the GM may very well cut you some serious slack. Having GM'ed Mage, I can tell you I did this all the time, and had my players well trained in what would please me. :) But even if you don't please me, even if I find what you are trying to do boring, insipid, and annoying, I still have a set of guidelines that YOU, the player, know very well I have to follow, and you can judge pretty accurately what your ultimate chance of success or failure is. T&T, by contrast, provides nothing like this.
Another "please the GM" game is Heroquest, in a way. In Heroquest, you propose augments and the GM has to decide whether you can use them or not, both in simple contests and extended ones. If your proposals jibe with the GM's view of things, he or she will allow them, otherwise, try again. However, in Heroquest, there are three things that mitigate this situation. First, the trait system ensures that each player has such a large number of traits that they will almost always be able to come up with SOMETHING the GM will like. Second, the bidding system in the extended contest adds a layer of choice out of the GM's control to the player. Third (and most important) with hero points you can FORCE your will upon the GM, if your willing to commit the points to it.
Anyway, there is my reply. Like everyone who plays RPG's, I find it hard sometimes to separate my aesthetic judgements about a game (its genre, play style, etc.) from what I think are real flaws or innovations in it. So as to how much of my problem with T&T is aesthetic (T&T just isn't Hans's game) versus systemic (T&T is flawed) I will leave to others to judge.
Hans
On 3/14/2006 at 6:26pm, rafial wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
(re: Live GM and the Matrix): Never played the Matrix game, so I have no idea how I would respond.
This thread provides a pretty decent summary of Matrix games. You may find it interesting.
Your statement "GM setting SR level is in effect judging the plausibility of the players arguments" however, is really the core of my problem. What is plausible? How do you decide plausibility? Is it based on "realism"? If I want realism, sorry, but I'll go play GURPS or Twilight 2000 or, for preference, TROS. T&T does not have a realistic line in its entire rules. So if "realism" isn't the standard, what is?
Genre expectations. T&T espouses a certain brand of light, swashbuckling fantasy, and most players, from other media such as books, films, etc, have expectations as to what sort of things "fit" that genre, and what do not. This becomes the standard to which proposed actions are held. Note that this standard may vary from group to group, based on their shared experience.
It is interesting to compare T&T to Castles and Crusades in this regard. I personally view C&C as a "d20ized" version of T&T, in that it sets out fairly simplistic combat system, a magic system, and then says "and for anything else you can roll against a characteristic, and the GM will say how hard it is". (Minor difference, in T&T the GM sets a target number, in C&C the target numbers are fixed, and the GM sets a modifier). However the overall presentation departs from T&T, by implicitly saying "this is D&D fantasy", and so the genre expectations of the playing group are calibrated accordingly.
Forge Reference Links:
Topic 15158
On 3/14/2006 at 7:39pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
rafial wrote:(re: Live GM and the Matrix): Never played the Matrix game, so I have no idea how I would respond.
This thread provides a pretty decent summary of Matrix games. You may find it interesting.
Indeed I did. To my mind, it sounds almost identical to what happens with Saving Rolls in T&T, except with more dice and a bit more colour.
Your statement "GM setting SR level is in effect judging the plausibility of the players arguments" however, is really the core of my problem. What is plausible? How do you decide plausibility? Is it based on "realism"? If I want realism, sorry, but I'll go play GURPS or Twilight 2000 or, for preference, TROS. T&T does not have a realistic line in its entire rules. So if "realism" isn't the standard, what is?
Genre expectations. T&T espouses a certain brand of light, swashbuckling fantasy, and most players, from other media such as books, films, etc, have expectations as to what sort of things "fit" that genre, and what do not. This becomes the standard to which proposed actions are held. Note that this standard may vary from group to group, based on their shared experience.
I suppose I agree with this. I was going to say some other stuff, but then your next point kicked the legs out from under me.
It is interesting to compare T&T to Castles and Crusades in this regard. I personally view C&C as a "d20ized" version of T&T, in that it sets out fairly simplistic combat system, a magic system, and then says "and for anything else you can roll against a characteristic, and the GM will say how hard it is". (Minor difference, in T&T the GM sets a target number, in C&C the target numbers are fixed, and the GM sets a modifier). However the overall presentation departs from T&T, by implicitly saying "this is D&D fantasy", and so the genre expectations of the playing group are calibrated accordingly.
Wow, hit right to the core there. I have been playing in a C&C campaign for a while, and you have brought up a very good point that I have actual play references for. They ARE remarkably similar to each other, so much so that I would classify them as different instances of the same game, one using d6's as the basic mechanic and one using d20. C&C attribute rolls are functionally identical to T&T saving rolls, and actually provide LESS flexibility, since the difference in bonuses is so small compated to T&T (with the choice of prime/not prime being the most important choice). Why, then, am I playing one and disrespecting the other?
I thought through several justifications for this, but in the end they all rang hollow. All of my concerns regarding T&T have come up in actual play in C&C. For example:
* Dull combat mechanics: Since almost all of the D20 tactical features are stripped out of combat, C&C combat is just swing, roll damage. This is not to say that combat is ALWAYS dull, but it takes work on the part of the GM and the players to spice it up. Much of the drama of the game comes not from the players actions, but from the random results of the die rolls; a critical hit or fumble on the part of either PC's or opponents, a character surviving for ever against opponents that long ago should have dropped him due to incredibly bad damage rolls.
* Please the GM: Several times in actual play, a player has proposed an action they think would be really cool, but the GM, either because of "realism" or genre expectations or just lack of interest, assigned a difficulty much higher than the player expected, causing some hard feelings. On the other hand, players have proposed actions that, frankly, they never had a prayer of thinking they could succeed at, but because the GM loved them, they were able to succeed.
However, I don't like C&C either. Now that I think about it, I said much of what I have said here in emails to the GM of the C&C game when we first started it, recommending a number of house rules that I would also recommend to a T&T group. I'd much rather be playing the exact same campaign and characters with Fate, TROS, Heroquest, or Donjon. But I keep playing because the story is fun, and the people are even more fun. System matters, but its not the only thing that matters.
So, I stand by my belief that T&T is a flawed system, and expand it to include its close relative, C&C. But I also retract my opinion that I can't picture a game of T&T being fun. I have played in it, and it can be, even for me.
Forge Reference Links:
Topic 15158
On 3/14/2006 at 8:01pm, Valamir wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
One thing I haven't seen in this thread is a discussion of the GAMIST nature of the Saving Throw system from the perspective of the GM. And Callan I think this directly ties into the issue of GM fiat in the game...cuz it isn't really GM fiat at all...in fact, its pretty radical.
See in most games where there is the traditional GM is God kind of power division, GM fiat is just that...its GM fiat...period...with no out other than social pressure or not playing.
But in T&T the GM doesn't get fiat...the GM gets the opportunity to PURCHASE fiat.
See, the way I see it working is this.
If the GM doesn't like the player's idea (for any number of reasons from "not realistic" to "I just don't like it" to "you pissed me off earlier so now I'm getting back at you) the GM can set the TR arbitrarily high, nearly guarenteeing failure.
So this is true just like most games of similar power division.
Only in T&T the higher the difficulty the GM sets, the greater the XP reward the player gets for failing.
The greater the XP reward the more power the player gets by upping stats, etc which means they can more easily succeed in Saving Throws in the future unless the GM sets even higher difficulties and hense even more XPs, etc, etc.
Further the player is also gaining power in the OTHER arena of conflict resultion...basic killing stuff...which isn't subject to GM whim in setting up difficulty levels bound to fail. For the adventure the rooms are supposed to be stocked with what they're stocked with and combat proceeds according the rules...so by continually using GM Fiat to stop your players from using Saving Throws you just handed them the XPs they need to cut through your dungeon level like butter.
On the other hand, if you avoid giving high difficulty to saving throws in order to avoid this effect, you essentially hand your players another easy way to cut through your dungeon level like butter...by Saving Throwing their way around having to kill stuff.
Which all boils down to me to suggest the the primary duty of the GM is to game the odds...
Don't make the difficulties so high that you're giving away XPs like candy, but don't make them so low that your encounters are easily side-stepped and circumvented. You have to set them JUST high enough to make it risky for the players to try it...which also means JUST low enough to be tempting to the players to try.
...which to me sounds like the very gaminess of the system motivates the GM to set the difficulty levels to the level that is most interesting and entertaining...risky, but tempting...
Making the GM pay for the right to say no seems like a very radical game concept to me...and a far cry from GM Fiat.
It also seems like its rife with step on up tactical options. The tactics may not be d20 esque "which feat to use now" tactics...but surely the players will try to game the Saving Throws in the same (although contrary) manner as I outlined for the GM above, and that juxtaposition is where the tactics and step on up occurs...
On 3/15/2006 at 3:06am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hi Ralph,
Imagine a player wants to bet on the flip of a coin. Heads he gets 100 gold, tails he looses 50 gold.
In the system you've outlined, the GM would tinker with the 50/50 chance of either result happening. The player made the bet with a 50% chance in mind...he was willing to step on up and show his guts in risking that. By changing the percentage, the GM is actually deprotagonising him.
Okay, now imagine, instead of a known, fixed percentage, the player is willing to risk facing the game worlds odds, which the player doesn't actually know.
Now, this is the tricky question. If the player doesn't actually know the real odds, but is willing to face them, is it deprotagonising for the GM to adjust that percentage up and down at will?
IMO, yes, because the players stated step on up involved them facing the game world...not facing the GM's desires about running a game which has just the right challenge. The players step on up revolved around the percentage being fluctuated by game world factors, not meta game factors.*
Take Hans made up example, where he goes from trying a move, to pure meta game negotiation "Could you up that DC from 50 to 60?". The extra points he gets will reward him for the negotiation, not for stepping on up. It could even be classed as a encouragement to slip into the hardcore.
Side note: I'm also rather uncomfortable with the XP rules for saving throws in T&T. The book states you should get something for risking your life. But there's an essential paradox in there - if I'm dead, what use is XP? If I'm alive, why do I deserve XP? I think the ambiguity, rather than a design fault, may have been used as a tool by the author.
* Alarm bells have rung for me,when any GM talks about providing just the right amount of challenge. Looking into it in this post, I now see them as deprotagonisation techniques stated in a very serious "This is just how to do it" tone.
On 3/15/2006 at 3:28am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hi Hans,
To Callan S.: You have concisely summarized me, but when I see it the way you put it "saving rolls are essentially an illusioist style cover for GM fiat" I realize that I put it a bit too strongly and back up a bit. Games that have a general "Buck Stops Here" GM will always have final GM approval for things the players want to do, so I can't really argue against that. In principle I LOVE the idea of the Saving Rolls, because it really does provide a pretty wide open playing field for what you can do without a lot of extra statistics. The problem is in the way they are implemented. In this game there is no structure, it seems to me, to help the GM in determining how likely success or failure should be.
Sorry, when I mentioned spell slot magic before, I mean any game that uses that system, like D&D. I mention it, because in it the GM doesn't determine how successful fire is against fire vulnerable monsters. What happens is the GM makes a choice, coloured heavily by the current game world area, about what monsters are around. The player makes his choice about what spell he memorises. But no one makes a choice about how successful fire is against these critters - that's already sorted out in the book.
What do you think of "The GM has a structure to determine how successful stuff is" compared to "The GM doesn't determine if stuff is successful at all - he just places the monsters"?
On 3/15/2006 at 4:25am, Valamir wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
I don't follow you at all Callan...Deprotagonization seems like a real red herring here. We're talking Gamism, not Nar here. Character's in T&T aren't protagonists, they're disposable game pieces whose reason for existance is to kill things and take their stuff.
The GM's job is to provide various conflicts for the players to defeat. Players have two means of defeating any challenge. 1) kill it using the combat rules, or 2) finangle a way around it using the Saving Throw rules, or potentially some combination of the two.
The GM has no real choice if the players choose #1. The monsters cabilities are predefined and there are (relative to other gamist dungeon romp games) a limited number of options for "good play" to swing the odds. Well timed use of spells being about the biggest tactic players have available. So, largely (but far from entirely) option #1 comes down to a dice roll contest where the dice come from previously purchased resources.
The GM does have a choice if a player comes up with option #2. He must set the difficulty. If he sets the difficulty too high he's handing free XPs to the player who can use that to buy additional resources that in the future will allow him to choose #1 more confidently and not need option #2. If he sets the difficulty too low he's handing easy success to the players and failing to kill them.
The players also have to choose carefully, because over reliance on #2 may lead to a few easy victories, but typically won't earn any XPs...which means falling behind the power curve and eventually being vulnerable to #1.
This seems to me to be a completely viable dynamic set of interacting options for both the players and the GM. By and large the players get to choose #1 vs. #2 which has definite differences and repurcussions to the player's long term character improvement. The GM gets to choose difficulty for #2 which has definite differences and repurcussions to the player's long term character improvement. I'm failing to see any correlation to your coin flipping analogy.
There's a matrix of 4 possible outcomes here:
1) Fight and Win: Best most desireable solution for players, Least desireable solution for GM. Players defeat conflict, advance in the dungeon, and gain XPs
2) Fight and Lose: Worst possible outcome for the players. Best possible for the GM. Players fail to advance, risk character death, and gain no XPs
3) Save and Win: Middle outcome for both. Players defeat/avoid conflict, may advance in the dungeon or just avoid defeat, but gain no XPs.
4) Save and Lose: Middle outcome for both. Players do not overcome conflict, may risk character death but gain XPs.
The only thing the GM can do is shift from one middle outcome to the other middle outcome...basically choosing to give the players progress or XPs. But most commonly its up to the players to choose to give the GM that ability to give with. Typically the players choose whether they are going for Best vs. Worst or settling for middle.
Where's the deprotagonization here? Not seeing it.
On 3/15/2006 at 9:59am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hi Ralph,
Whoa, we don't even share the foundation I was working from. Dang! But basically, characters in narrativism don't exist, so they can't really be protagonists either...to me, protagonism is the empowerment of a player, not an imaginary character. Looking at the glossary...
Protagonism
A problematic term with two possible meanings. (1) A characteristic of the main characters of stories, regardless of who produced the stories in whatever way. (2) A characteristic set of behaviors among people during role-playing, associated with Narrativist play, with a necessary unnamed equivalent in Gamist play and possibly another in Simulationist play. In the latter sense, coined by Paul Czege.
I'm talking about that unnamed gamist equivalent*. As noted, an example would be the player stating they want to take a 50% risk, but the GM ignoring that and applying a 30% risk or a 70% risk or whatever. Usually in the interest in of a better challenge, ie the equivalent of
Typhoid Mary
A GM who employs Force in the interests of "a better story," usually identifiable as addressing Premise; however, in doing so, the GM automatically de-protagonizes Narrativist players and therefore undercuts his or her own priorities of play, as well as being perceived as a railroader by the players. An extremely dysfunctional subset of Narrativist play.
That's the foundation. I don't think it's established between us yet, but do you think that 'a better challenge' could be just as bad as 'a better story'?
* Yay Ron for having this in the glossary already...and even a suggestion there's one for simulationism as well!
On 3/15/2006 at 2:31pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Ralph, forgive me for butchering your comments to save space...you and I know what you wrote. :)
Valamir wrote:
But in T&T the GM doesn't get fiat...the GM gets the opportunity to PURCHASE fiat.
[snip]
Only in T&T the higher the difficulty the GM sets, the greater the XP reward the player gets for failing.
[snip]
Further the player is also gaining power in the OTHER arena of conflict resultion...basic killing stuff...which isn't subject to GM whim in setting up difficulty levels bound to fail.
[snip]
Which all boils down to me to suggest the the primary duty of the GM is to game the odds...
Don't make the difficulties so high that you're giving away XPs like candy, but don't make them so low that your encounters are easily side-stepped and circumvented. You have to set them JUST high enough to make it risky for the players to try it...which also means JUST low enough to be tempting to the players to try.
...which to me sounds like the very gaminess of the system motivates the GM to set the difficulty levels to the level that is most interesting and entertaining...risky, but tempting...
[snip]
It also seems like its rife with step on up tactical options. The tactics may not be d20 esque "which feat to use now" tactics...but surely the players will try to game the Saving Throws in the same (although contrary) manner as I outlined for the GM above, and that juxtaposition is where the tactics and step on up occurs...
Ralph, there are two areas where I disagree with you in the above. I agree with you that there is an incentive for the GM, in a way, to "game the odds". I just disagree with you about the results of that system innovation.
First, from what you describe above, there is a "sweet spot" (SS) for any Saving Roll, then, from the GM's point of view. It is, mathematically:
SS=Character Attribute Score+7.
This will ensure that there is always exactly a 50% chance of success on any Saving Roll, and the average XP gained from a Sweet Spot difficulty is 0. This is, I suppose, gaming the odds, but its like playing Blackjack with a system; it might get you money, but its boring as all get out.
Second, with the game as written, the payoff of leveling comes far too slowly for gaming the saving rolls to really matter in terms of effectiveness. Admittedly, this is an aesthetic judgement on my part, not necessarily a flaw in the system. In general you would need to kill about 20 monsters (at 50 XP) each, or make about 100 saving rolls (at either + or - 17 to your attribute score) to gain 2nd level. After that, the saving rolls gradually decrease in their relative contribution to leveling, because the amount gained for them doesn't change that much (with only two dice rolled, in general you can gain much more than 12 from them unless your GM is making things really easy or insanely hard) while the amount needed to level does get bigger. Its a real effect you are talking about, but I think in practice it is a minor one.
Now, to quote something you wrote in your second reply:
1) Fight and Win: Best most desireable solution for players, Least desireable solution for GM. Players defeat conflict, advance in the dungeon, and gain XPs
2) Fight and Lose: Worst possible outcome for the players. Best possible for the GM. Players fail to advance, risk character death, and gain no XPs
3) Save and Win: Middle outcome for both. Players defeat/avoid conflict, may advance in the dungeon or just avoid defeat, but gain no XPs.
4) Save and Lose: Middle outcome for both. Players do not overcome conflict, may risk character death but gain XPs.
The only thing the GM can do is shift from one middle outcome to the other middle outcome...basically choosing to give the players progress or XPs. But most commonly its up to the players to choose to give the GM that ability to give with. Typically the players choose whether they are going for Best vs. Worst or settling for middle.
First of all, the 2nd two are not quite correct. In both cases, the players will gain XP, since they gain XP for won or lost Saving Rolls. But more importantly, your statement "the players choose whether they are going for the Best vs. Worst, or settling for middle" is completely incorrect. The GM chooses this. The GM can simply say "stop whining for Saving Rolls and make your *&%^$^ combat roll!, you snivelers! Take your punishment like men!" The players can only use Saving Rolls to get out of a situation if the GM thinks it is interesting for them to do so. Hence, if the game really is a struggle between the GM and the players (as your comments on the first two points above about "best" and "worst" outcomes indicate), why would I as a player want to play? The deck is completely stacked against me and the GM holds all the cards. I can only win if he thinks it is interesting for me to do so. It would be like playing Monopoly where the banker can veto any purchase you make and just not let you have the property. If it were indeed the case that the PLAYERS could choose this in some way, that the players could set the terms of the conlict, I would like the game a lot more.
Because of this, I must give credit to the designers of T&T and assume that an active struggle between GM and players was NOT what the invisioned when the game was designed, for the reasons I mention above. The GM has to be intended as a non-biased Referee, not an active combatant. Rafial mentioned something earlier about T&T, back in the day, being primarily played with prewritten adventure modules, where the possible SR's and monsters are predetermined up front. The players are trying to "beat" the module and the GM is completely impartial. It does present to players exactly the kind of choices you describe above: safe and low payoff vs. risky and high payoff, with no "please the GM" aspects. While this kind of play does not personally appeal to me, I can see why some might enjoy it,
On 3/15/2006 at 2:50pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Callan wrote:
What do you think of "The GM has a structure to determine how successful stuff is" compared to "The GM doesn't determine if stuff is successful at all - he just places the monsters"?
Thanks for clarifying. I like both systems, and I think both can work very well, and I am willing to bet that most GM's go back and forth between the two modes you describe, using the 2nd in areas where they have really had a chance to prepare, and using the 2nd when the players go "off the map" and the GM has to make up stuff as they go along. I know that I switch between these modes all the time when I run games.
Tthe following is also workable: "The GM has a structure to determine how successful stuff is, but can decide to make things easier on the players". This allows a form of "please the GM" which cannot be punitive, but can be rewarding to all invovled. This mode is somewhat more dangerous, as it might lead to hard feelings because of perceived favoritism. But I also think it is more realistic. Lets face it, the GM wants to have fun too, and it is human nature for him to want to positively reinforce things the players do that he enjoys so that they will do those things more often.
Another workable mode is "The GM and players have a structure to compete over how successful stuff is". This is somewhat like Fate or Heroquest, and Capes is the ultimate expression of this mode. In this mode, although the deck can be stacked in the GM's favour, as long as the players can have their way when they REALLY want it (hero points in Heroquest, for example), the game can be successful.
What I don't like is "The GM determines if stuff is successful." It is the lack of structure that bothers me about T&T, not the idea that the GM is the final arbiter of success or failure.
On 3/16/2006 at 3:53am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hi Hans,
Do you mean structure, in a way that can be used by the player to judge the GM's arbitration? So the players can judge if he's fallen into a 'please the GM' mode or how impartial he's being?
On 3/16/2006 at 2:10pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Callan wrote:
Hi Hans,
Do you mean structure, in a way that can be used by the player to judge the GM's arbitration? So the players can judge if he's fallen into a 'please the GM' mode or how impartial he's being?
Yes, I think you have hit the nail on the head. To my mind the prime example of this would be the rules for magic in Mage, which I mentioned previously. There is a LOT of room for creativity, but there is also a pretty solid structure by which difficulty can be judged.
I think the structure is probably more often used by the GM than the players, simply because the GM is usually the person who knows the rules the best. That is, most good GM's, I think, will monitor themselves for signs of unhealthy "please the GM" behaviour (there can be healthy 'please the GM' behaviour) and try to prevent it; it may be subconscious, but I still think they do it. A good structure helps them do this. But even though I think in actual play it is rarely invoked by them, a good structure is a bulwark in defense of the players. I have seen this in Heroquest, where a GM (not due to malice, but simply due to excitement) has had problems in controlling the number and type of augments used. But a few of the players know that there are rules for this, and have been able to say "GM, hold on a sec..." and worked it out amicably and for the betterment of the entire game, because Heroquest has a good structure for this.
On 3/16/2006 at 3:24pm, epweissengruber wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
most good GM's, I think, will monitor themselves for signs of unhealthy "please the GM" behaviour (there can be healthy 'please the GM' behaviour) and try to prevent it; it may be subconscious, but I still think they do it. A good structure helps them do this. But even though I think in actual play it is rarely invoked by them, a good structure is a bulwark in defense of the players. I have seen this in Heroquest, where a GM (not due to malice, but simply due to excitement) has had problems in controlling the number and type of augments used. But a few of the players know that there are rules for this, and have been able to say "GM, hold on a sec..." and worked it out amicably and for the betterment of the entire game, because Heroquest has a good structure for this.
Hans, et. al: this has been one of the most rewarding discussions of mechanics that I have seen in a long time (esp. since the theory forum closed down for renovations).
Heroquest does provide some rules for magic augments (3 if you have time, 1 if you are in a pinch) but provides no upper limits for the number of personality traits that might be brought in. We seem to have extended instinctively the rule of 3 for other kinds of augmentation as well (3 personality traits, 3 physical). Moreover, I will be making sure that during extended contests players realize that after the initial decisions about augments, further traits can be brought in for each round of the extended contest but will work only for that particular round. This is an adaptation of the Heroquest rule that penalizes repeated uses of the same ability to achieve an end.
But we have worked these out as a play group. These rules are not explicit in the book -- they are a product of our social contract. We don't want players with different levels of effectiveness so we have reached a (relatively) happy medium between players who feel that each augment must be carefully justified in reference to the situation, the role playing that has preceded it, and to some canon of plausibility and those who want to let everything count all of the time.
But WE reached this happy medium. The rules don't really give it.
How is this different from the social contract between T&T players and GMs, where the group works out (tacitly or explicitly) the difference between clever use of Saving Throws and GM pleasing/Player pandering behavour of the lamest sort?
On 3/16/2006 at 3:55pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
epweissengruber wrote:
How is this different from the social contract between T&T players and GMs, where the group works out (tacitly or explicitly) the difference between clever use of Saving Throws and GM pleasing/Player pandering behavour of the lamest sort?
In case you didn't notice, epweissengruber (Erik) was the nameless excited GM in my previous post. :)
Erik, I would argue that Heroquest provides more structure than T&T (although not as much as I thought, which I find strangely dissapointing). For example, each augment, in general, will not provide much more than +3 (that is, 15%) to any roll, so there is a built in limit to how crazy things can get. Moreover, this leads to augments being incremental in nature, and therefore much more amenable to setting house rule guidelines on. Finally, there is a concept associated with every augment (a word or phrase) that is usually more specific, or at least more evocative, than the basic attribute descriptions in T&T; this gives both player and GM a bit more to hang their hat on in terms of whether a particular augment applies or not (although whether or not an augment applies is the biggest area of "please the GM" in Heroquest, by far).
So in answer to how it is different, I say it is different in that with Heroquest you don't have as far to go, social contract-wise, to achieve a balance, as you do in T&T. It is real difference, but one of magnitude, not of quality.
On 3/17/2006 at 2:27am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
I think your both correct to a degree. Erik's right, your working it out as a group. Hans is right, because your using the structure.
good structure is a bulwark in defense of the players. I have seen this in Heroquest, where a GM (not due to malice, but simply due to excitement) has had problems in controlling the number and type of augments used. But a few of the players know that there are rules for this, and have been able to say "GM, hold on a sec..." and worked it out amicably and for the betterment of the entire game, because Heroquest has a good structure for this.
See, at that point I think they weren't players, they swapped roles and became GM for the moment.
And the structure? It ensures that the players, when they turn into GM's, aren't just using fiat. By and large, they have just as much fiat as the former GM did when he GM's. So there's an equality.
BUT, it takes your social contract, the one where the GM isn't going to raise his hackles at a temporarily switching over to player status, for this to work.
With me, I think the structure in mage, for example, are just pure GM fiat, but with a whole bunch of complicated text which doesn't add up to even a bean of conclusivness. It takes a social contract where the player turned GM uses the structure to say "Hey, I'm honestly trying to use the structure as much as you do when you GM (so as to show this social contract is working). Now, as GM and filtering my judgement through the terms of this structure, I judge....etc, etc"
On 3/17/2006 at 2:00pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Callan wrote:
With me, I think the structure in mage, for example, are just pure GM fiat, but with a whole bunch of complicated text which doesn't add up to even a bean of conclusivness. It takes a social contract where the player turned GM uses the structure to say "Hey, I'm honestly trying to use the structure as much as you do when you GM (so as to show this social contract is working). Now, as GM and filtering my judgement through the terms of this structure, I judge....etc, etc"
I disagree with you in theory, but not in the practical outcome. To me, the structure in Mage (and similar games) are the rules of the game, and the GM interprets the rules when they are not completely clear. In Mage for example, the rules for some things (specialty foci, base difficulties) are pretty cut and dried, but the rules for other things (exactly what effects equate to what sphere levels) are fairly abstract and leave a lot of room for individual perspective. But the players can still call out the GM if they think he is BREAKING the rules, and can still appeal to the text of the rules if he thinks the GM has an overly broad, or narrow, interpretation. If the rule book says, for example, "The sphere of Forces allows X", and the GM says, "you can't do X with Forces", the players can appeal to the higher authority of the rule book.
BTW, this is where I am dead set against the text in almost every game ever written that says "The GM can change or ignore the rules however they see fit to make the story work." Hate it. If you find, as a GM, you feel you have to do this, then there are either too many or too few rules in the game you are playing for what you are trying to do. Time to drift with publicly available (i.e. written down so the players can see them) house rules, or change to a new game.
However, this requires a social contract in which the GM will actually listen to and accept the player's arguments instead of just saying "I'm the GM, shut up." Unfortunately there is no meta-GM that can force the GM to agree with you as a player. The player's only recourse, if the GM disagrees, is to sit back and take it, or to leave the game.
So from an actual play perspective, you and I see the exact same thing happening, and the exact same value in the structure, but have a slightly different theoretical perspective as to what is going on.
On 3/18/2006 at 12:51am, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hans wrote: If the rule book says, for example, "The sphere of Forces allows X", and the GM says, "you can't do X with Forces", the players can appeal to the higher authority of the rule book.
*snip*
However, this requires a social contract in which the GM will actually listen to and accept the player's arguments instead of just saying "I'm the GM, shut up." Unfortunately there is no meta-GM that can force the GM to agree with you as a player. The player's only recourse, if the GM disagrees, is to sit back and take it, or to leave the game.
So from an actual play perspective, you and I see the exact same thing happening, and the exact same value in the structure, but have a slightly different theoretical perspective as to what is going on.
I don't see the same value in the structure as you do. Take this example: The book lists 2+2 = 4. The GM says the result is five. Here it's very clear the GM is breaking the rules, because you can go back and check the math. That's the value of the structure, in this instance.
Now this example: The book lists the power of telekinesis allows X in a vague way that needs interpretation (like in palladium books). The GM says the NPC uses telekinesis to form a thin, powerful lance of force and automatically gets through the eye slit in the armour and kills the PC.
Here, there is no way of going back and checking the math. Ignore that sim voice inside that says it knows just how the game world works and what would be reasonable. That voice is about as useful as a nar voice screaming out just what his PC would choose, when the GM declares his PC chooses something else. Useless as an arguement for who gets to decide this.
What the rule lacks is that it doesn't protagonise either party (player or GM) to make any kind of statement and be believed. The players guess is as good as the GM's...why does the GM get to decide this and not the player (or vise versa)?
If that isn't being resolved, then there were no rules, just complicated text. The problem is, people can feel so passionate about just how they think the game world works, they see it as actually being the rules. But basically, no matter how much feel the game world would work in X way, that's no substitute for determining who gets to say how the world works. Without that, the structure has absolutely no value as a structure/set of rules.
I've been through stuff like this before, where I've had discussions here about what happens in an imaginary situation where you push a vase from a balcony when there is concrete beneath. Many posters, because of their absolute certainty of the result, assumed their statement that it smashes, is ahead of my own prefered statement (whatever that would be). However, absolute certainty is in no way a functional method to determine which peer gets to speak and which peer remains silent.
On 3/18/2006 at 8:56pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Callan wrote:
Now this example: The book lists the power of telekinesis allows X in a vague way that needs interpretation (like in palladium books). The GM says the NPC uses telekinesis to form a thin, powerful lance of force and automatically gets through the eye slit in the armour and kills the PC.
In this EXACT example, I agree that if the rules for:
* Telekinesis and the damage it can cause
* Player toughness and the damage they can take
* Armor, and ways to get around it
are all so vague that there is not a darn thing the player can say in response to this, then the structure isn't helping the player. In fact, your example doesn't convince me that structure doesn't help the players and GM; it convinces me that there is no structure (of deficient or insufficient structure) in the game system you describe for the three things I list above.
On the other hand, the game rules could be such that pencil thin beams of telekinetic force spearing the grey matter of PC's through the eye slits of their techno armor is completely reasonable and perfectly accounted for by the rules. Regardless of what I THOUGHT were the rules, when the GM hands me that section of the book its clear that pencil thin murder beams with hyper accuracy are allowed for in the rules. I might absolutely hate it, and be pissed as all get out, but bottom line is the structure hasn't failed me, my understanding of it has. My tough luck, time to make a new character, preferably one with telekinesis and very high accuracy scores.
But basically, no matter how much feel the game world would work in X way, that's no substitute for determining who gets to say how the world works. Without that, the structure has absolutely no value as a structure/set of rules.
In a standard RPG (like we used to play in High School, or whatever), the GM has the ultimate authority. So are you saying that rules are useless because the GM has the ultimate authority? Are you saying that all strong GM games (pretty much the majority of games that have ever been created and played) are just illusionism?
If you are I don't agree with you. At a miminum, the rules can give the players a clue as to when the GM is being FAIR, beyond anything else they do.
In the example above, I can see four possible situations, each leading to a different question:
1) This GM REALLY wanted to kill that player's character and stretched the rules to their breaking point to do so. The GM designed an NPC expressly for the purpose of punching pencil thin holes through PC heads. Do I really want to play with that GM?
2) The rules really do allow TK stillettos of death, and they are pretty easy to do, when you actually check the book. Too bad I never noticed that before. WOW! Do I want to play in a game with them, and if so, where do I get one?
3) The rules allow for TK stillettos of death, but my understanding of the genre and setting of the game world don't. TK stillettos of death really rub me the wrong way, and I can't bear the thought of them, especially when it is my character who gets stillettoed. Do I want to play in a game with this GM, who obviously doesn't have the same perspective on the setting elements that I do?
4) The rules are essentially not really rules, and are just "complicated text" as you phrased it. That means the game really is just an extra long, verbose version of Tunnels and Trolls, and everything is really "please the GM". There may be a lot of words, but none of them really are rules, at least with regards to the TK/damage/armor schema. Do I want to play in this game system, and if so, do I want to play a game of "please the GM" with a GM who is pleased by incinerating PC brains with single TK shots?
Now, there is one further situation, which I think actually happens all the time, but which is disfunctional. It is a variant of 3), so I will call it 3a)
3a) TK stillettos of death suck! EVERYBODY knows that telekinesis can't possibly cause TK stillettos of death! Only a complete idiot would allow them, I don't care what the rules say! Sure you could READ the rules to allow them, but that makes you a MORON! How long can I argue with you and stop the game until I make you see sense, you stupid GM?!
On 3/18/2006 at 11:38pm, Noon wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Hi again,
are all so vague that there is not a darn thing the player can say in response to this, then the structure isn't helping the player. In fact, your example doesn't convince me that structure doesn't help the players and GM; it convinces me that there is no structure (of deficient or insufficient structure) in the game system you describe for the three things I list above.
What I'm stabbing at is the illusion of structure. Here you've looked right past the magicians trick "Look, the rabbit was just hidden in that box all along! There's no magic/structure here!", when I want us to look at why the crowd can't see through the illusion.
Take this example, which is a bit better at this than the telekinesis one: The character has a hydrospout power and it's damage is listed at 2D6. The only other thing the description says is 'It can do whatever else you'd expect a spray of water could do'.
In game, the PC is on fire. The fire is mechanically applied at 6D6 per round. He says he directs the spout onto himself, to put all of the fire out. The GM does not agree that this happens.
Perhaps you already agree the powers description has no structural value.
But imagine the description is 'It can do whatever else you'd expect a spray of water could do, like putting out fires'
Does this have structural value? To me it has exactly the same structural value as the first description. It has not made clear, when it comes to how much fire is put out, who gets to say that. Player and GM are peers - who talks over the other? Whoever gets to, has made the real life assertion that they are not a peer, they are better in some way than the other person.
Either that, or you reference a social contract who determines who gets to say what. And when it's the social contract which determines this, what was the point of the rules?
Basically, I often see texts getting more and more complicated in this way (like in mage), while keeping the exact same structural value as they had to start with.
In a standard RPG (like we used to play in High School, or whatever), the GM has the ultimate authority. So are you saying that rules are useless because the GM has the ultimate authority? Are you saying that all strong GM games (pretty much the majority of games that have ever been created and played) are just illusionism?
If you are I don't agree with you. At a miminum, the rules can give the players a clue as to when the GM is being FAIR, beyond anything else they do.
Not illusionism, merely the illusion of there being a system, for the most part. Playing 'by the book' when really it's freeform play. When it comes to who gets to make so and so descision, only the social contract is referenced, not the book.
I think your confusing how you reference the books 'evidence', for the book resolving the situation. Like you have the murder weapon with the suspects prints on it and....he just goes to jail. I'm saying that evidence is meaningless. What will send him to jail is the justice systems/social contract based descision, not the evidence by its self. There is something between evidence and jail, and it's more important than the evidence.
My own preference is not an evidence system "Look, water puts out fire, m'kay!", it's concrete mechanics "Okay, I'll just apply the fire rules (The water attack reduces the fire damage by 2D6 every round it's applied to a target who is on fire)". Preferably with a hollow built into it for the SIS to be slotted in (the water attack reduces the fire damage by 2D6 or 3D6, exactly which is decided by the GM).
On 3/19/2006 at 7:23pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Callan wrote:
Take this example, which is a bit better at this than the telekinesis one: The character has a hydrospout power and it's damage is listed at 2D6. The only other thing the description says is 'It can do whatever else you'd expect a spray of water could do'.
In game, the PC is on fire. The fire is mechanically applied at 6D6 per round. He says he directs the spout onto himself, to put all of the fire out. The GM does not agree that this happens.
Perhaps you already agree the powers description has no structural value.
Sorry, I don't. There are several useful pieces of structure in the situation you describe. The water spout description has a magnitude (2d6) and a general statement about what it can do (anything a water spout can do). The water spout can't be used, for example, as a spout of alcohol could, or a spout of napalm, or a spout of sulfuric acid. Presumably it also has other useful pieces of structure which you have not recorded here, such as how often it can be used, or how many character resources (like power points or similar) it requires. The fire also has some useful structure, it has a magnitude (6d6) and a frequency (per round). I agree that there is a lot of wiggle room in the structure, but that doesn't mean it is either meaningless or useless.
So what is the GM saying? Is he saying "nope, water doesn't put out fire"? If so, then that is not a failure of structure, it is a failure of imagination on the part of the GM, and a basic misunderstanding of thermodynamics. Is the GM saying "its not in the rules, and since it isn't there, I won't let you do it"? Then that is an abdication of GM responsibility, or pure laziness. Is the GM saying "you can't produce enough water to put out the fire"? A bit firmer ground, but still, mostly a failure of imagination, as it ignores the existing structure of damage magnitude (2d6 waterspout vs. 6d6 fire) that could be used as a guideline. All these aren't a failure of structure, they are a failure of GM.
However, it could be the situation is this; I think the waterspout should put out 2d6 worth of fire per round, and after three rounds I will no longer be on fire. The GM says "I rule that your 2d6 waterspout cuts only 1d6 per turn fire damage, and that if you use it over 6 turns, it will put the fire out. Sorry, I just think Fire is 'stronger' than water" If that is the case, then I would say the GM is simply doing his job; being the final arbiter when the rules need interpretation. I may not like it, but its not enough to make me walk away from the game. After the game, I may suggest, or even propose, to the GM a common "power" currency as a house rule to address the situation in the future.
But imagine the description is 'It can do whatever else you'd expect a spray of water could do, like putting out fires'
Does this have structural value? To me it has exactly the same structural value as the first description. It has not made clear, when it comes to how much fire is put out, who gets to say that. Player and GM are peers - who talks over the other? Whoever gets to, has made the real life assertion that they are not a peer, they are better in some way than the other person.Either that, or you reference a social contract who determines who gets to say what. And when it's the social contract which determines this, what was the point of the rules?
As to the change in wording, I do think it makes a difference. It has made clear something that might not have been clear before. It is a useful improvement in the rules description of the power. In fact, if the rule were worded with your 2nd wording, my first example is no longer possible. The GM can no longer say "nope, water doesnt put out fire". If he does, then he is either ignorant of the rule (in which case I need to point it out to him) or for some reason being a jerk (in which case, maybe I need to find a new game).
I agree that there are social contract issues in who can say what when; whether I can interrupt when someone else is narrating, whether I can speak in my characters voice during another persons turn, under what circumstances can I make jokes out of character. Some games have explicit rules for this (in the extreme example, Puppetland); most don't.
But I think I must be misunderstanding you, though, because you seem to be saying that any game that gives one person the FINAL say over the others is bad, that it is setting up one player as "better" than the others. I don't think you can be saying that, because it flies in the face of the reality that pretty much every RPG has a "buck stops here" mechanic in it; some rule, written right in the book in black and white, that says who has final say when. This does not make that person "better" than the other people, and it is not a social contract issue. The social contract says "we all agree to play this game", but the game rules are the ones that say "this person gets final say".
In Dust Devils, it is the person who gets the high card. In Capes, it is the person who wins the conflict. In Heroquest, its the GM, except when the player uses hero points, in which case it is the player. In D20, The Riddle of Steel, and just about every RPG designed before the Forge, it is simply the GM. I cannot think of a game that does not have a rule for this. Many of the Forge games have been more egalitarian in how this power is shared, but if anything they are MORE strict about who has final say, not less.
Now you what you may be saying is "I don't like any of the games of the last type you mention, where only the GM has final say. I prefer a more egalitarian sharing of this power" In which case, as a matter of taste, I agree with you, I prefer them as well. You may be saying "I think any games of the last type you mention are flawed, because they place too much power in the hands of one person." I wouldn't go quite that far, but I can see where you are coming from, and will not argue that point.
Basically, I often see texts getting more and more complicated in this way (like in mage), while keeping the exact same structural value as they had to start with.
I have seen this happen as well, and I agree with you that just making things more complicated doesn't make it more structured. I agree that Mage has many examples of this. You and I disagree, I think, on whether their was structure to begin with.
Not illusionism, merely the illusion of there being a system, for the most part. Playing 'by the book' when really it's freeform play. When it comes to who gets to make so and so descision, only the social contract is referenced, not the book.
Again, see above, I disagree with you on this. It is exactly the rules that determine who gets to make the decision. I would be afraid of a game that didn't provide at least some rule for this. You seem to see this issue as one of black and white ('by the book" vs. "freeform") but I think there is a massive grey area between the two.
I think your confusing how you reference the books 'evidence', for the book resolving the situation. Like you have the murder weapon with the suspects prints on it and....he just goes to jail. I'm saying that evidence is meaningless. What will send him to jail is the justice systems/social contract based descision, not the evidence by its self. There is something between evidence and jail, and it's more important than the evidence.I agree with you that evidence ALONE is not enough, but can't agree when you say the evidence is meaningless.
My own preference is not an evidence system "Look, water puts out fire, m'kay!", it's concrete mechanics "Okay, I'll just apply the fire rules (The water attack reduces the fire damage by 2D6 every round it's applied to a target who is on fire)". Preferably with a hollow built into it for the SIS to be slotted in (the water attack reduces the fire damage by 2D6 or 3D6, exactly which is decided by the GM).
I honestly can't tell the difference between the two situations you describe above. What if it were a green jello spout instead of a water spout? You would still be in the situation above, unless their are "green jello vs. Fire" rules. What I am trying to say is that all rules systems are evidence systems. The only question is how organized they are and how open to interpretation they are in any circumstance. In fact, I would argue that all RPG's consist of two things:
1) a body of rules/evidence to support what, when, and how a player can introduce stuff into the SIS
2) a rule that determines who has the final say when there is a conflict between players over the exact interpretation of 1), or when 1) does not address the current situation.
Both are 100% requirements to an RPG. They work together to help the players navigate through the game. If you only have 1), you have a recipe for arguments. If you only have 2) you have a recipe for illusionism. My original problem with T&T (way back at the beginning of the thread :) ) was that it only had 2), and precious little of 1).
BTW, Callan, enjoying myself immensely, but I fear we may be devolving into the mutual misunderstanding spiral that occurs sometimes on forums; the kind of situation where if we could hold a real convesation in person (vs. long posts back and forth) we would come to some mutual conclusion, but on the forum we just keep circling each other. If you feel that is the case, let me know, and we can agree to disagree until, say, GenCon, where we can have it out, 2 falls out of 3, in the Boffer LARP area. :) But if you are still having fun, lay on, McDuff!
On 3/19/2006 at 10:34pm, Ron Edwards wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Although I applaud the courtesy and enthusiasm being shown here, I think that the crucial point of "hey, are we getting anywhere" may have been passed.
I'll toss authority for continuing this thread to Erik (epweissengruber) - Erik, is the thread topic over? If not, can you provide some concrete focus for its current goals?
Best,
Ron
On 3/20/2006 at 2:58pm, Hans wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Was that the sound of Ron's ruler hitting our hands, Callan S.? :)
We've taken the conversation private, Ron, Erik. Sorry if it got out of hand.
On 3/20/2006 at 3:13pm, epweissengruber wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Actually, I got the perspectives on T&T that I was looking for.
Hans, et. al. you can keep on chatting.
On 4/5/2006 at 3:14am, Johnny wrote:
RE: Re: [Tunnels and Trolls] A Player's Dissatisfaction
Greets folks;
This thread reminds me of how the players can "evolve" the game and take it in new directions. The T&T rules allow for this. At least the way that I have interpreted them they do.
This happened several years ago. The room had a large fish tank filled to the brim. Treasure at the bottom and poison-spiked AGGRESSIVE fish.
Unknown to the players was a powder under the loosely fitted floorboards that reacted with water to create a gas, which caused bleeding from skin pores. Exposure to enough gas kills.
After a few clumsy attempts (a bit of splashing) the delvers figured out that they had to be careful. They eventually solved the puzzle (with a completely different strategy than I had designed) and retrieved the treasure. And then my problems began.
They worked long and hard to devise a way to get enough floorboards up to allow one of them in the crawl space to gather the powder. They put scarves over their faces, took turns, breaks, etc., until they accumulated a quantity of powder.... You can see the problem developing. I had to come up with properties for the powder.
They eventually got out of the ruins they were in, went back to "town" and with the vast wealth they had accumulated (they were at about lev 6 at this point) they hired folks to produce glass vials and using leather thongs created what came to be called "blood-bombs". They divvied them up and I had to deal with them for years.
I guess this is an example of players as DM. Yes?
I was OK with this. I thought it was great fun. Although it created a bunch of work for me (editing stuff that I thought was secure).
The players loved it. They got to create their own "invented" weapon.
T&T leaves things loose enough for this kind of thing to occur.
Is what occurred what you have called "GM pleasing" or did the players and the GM interact to have fun?
Johnny