The Forge Reference Project

 

Topic: RPG Tactics article
Started by: Brian Leybourne
Started on: 11/5/2002
Board: The Riddle of Steel


On 11/5/2002 at 2:57am, Brian Leybourne wrote:
RPG Tactics article

There's an article on "Elements of Tactics" in RPG's up at rpg.net. Although it's not about TROS, it does refer to it a couple of times.

Interesting read.

http://www.rpg.net/news+reviews/columns/elements01nov02.html

Brian.

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On 11/5/2002 at 8:06am, Jake Norwood wrote:
RE: RPG Tactics article

Yeah, but, as far as I know, Gleichman hates TROS and is unfond of me (for whatever reason). What's funny is that he was a huge critic of TROS on those boards until I said "if you haven't even read it, don't talk." Then he shut up about it.

In all fairness to Brian, though, the article had some good insights and it's points on TROS weren't really too far off. His mini-discussion with our Irmo made things pretty clear where he stands.

jake

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On 11/5/2002 at 10:25pm, Irmo wrote:
RE: RPG Tactics article

In all fairness to Brian, though, the article had some good insights and it's points on TROS weren't really too far off. His mini-discussion with our Irmo made things pretty clear where he stands.


Yeah, it's pretty obvious. It's also pretty obvious that he has precious little idea what he's actually talking about. ;)

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On 11/5/2002 at 10:52pm, Jake Norwood wrote:
RE: RPG Tactics article

Irmo wrote:
Yeah, it's pretty obvious. It's also pretty obvious that he has precious little idea what he's actually talking about. ;)


LOL, yeah, it's true.

Jake

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On 11/5/2002 at 11:06pm, Mike Holmes wrote:
RE: RPG Tactics article

Gliechman used to be a Forge regular. Some people from the Forge disagreed strongly with some of his theories, and he left. Since then he's had some sort of grudge against many members here (though for some reason he doesn't take it out on me). Especially anyone who he associates with either Ron or Ralph (Valamir).

This may explain his dislike for Jake and TROS (and then again, maybe not).

The article has some good insights, but some clinkers as well, IMO.

Mike

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On 11/5/2002 at 11:54pm, Lyrax wrote:
RE: RPG Tactics article

With enemies like Gleichman, who needs friends?

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On 11/5/2002 at 11:56pm, Irmo wrote:
RE: RPG Tactics article

Jake Norwood wrote:

LOL, yeah, it's true.

Jake


Dontcha just hate those armchair swordsmen ;)

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On 11/6/2002 at 12:14am, Andrew Martin wrote:
RE: RPG Tactics article

Mike Holmes wrote: Gliechman used to be a Forge regular. Some people from the Forge disagreed strongly with some of his theories, and he left. Since then he's had some sort of grudge against many members here (though for some reason he doesn't take it out on me). Especially anyone who he associates with either Ron or Ralph (Valamir).


I've recently been added to his ignore list at RPG.net, because I asked for an apology after he repeatedly swore at me in several of his forum posts. His attempts to bait me into loosing my temper failed to succeed, so he lost his temper.

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On 11/6/2002 at 1:21am, Brian Leybourne wrote:
RE: RPG Tactics article

You guys will probably hate me for this, but actually I can see Gleichman's point.

I don't particularly like his tone most of the time, and obviously I think he's wrong in his opinion of TROS, but I can see the point he's trying to make in his argument..ahem..discussion with Irmo over at RPG.net.

And in fact, he and Irmo are are both right, since they're arguing slightly different points :-)

Brian.

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On 11/6/2002 at 2:19am, Valamir wrote:
RE: RPG Tactics article

I think we've seen his point since the beginning. That what he calls "in-game" influences and "meta-game" influences are two different things.

What I'm contesting (and I think what Irmo's contesting) is that the "in-game" influences lead to "tactical game design" and the "meta-game" influences do not.

Brian LOVES tactical gaming and he LOATHES meta-game.

What he's done is created a definition based around his own personal preferences...one that includes all of the features of tactical gaming that he likes and excludes those he doesn't.

I absolutely agree with him (and said as much) that the difference is a useful distinction to make. The only issue I have is when he says

But that still doesn't alter the fact that the game is calling for an decision by the player almost completely unconnected to anything in the game. This is not tactical game design.


My contention is that is absolutely is...its just a different kind of tactical game design and a kind he doesn't like...so he doesn't want it in his definition...which IMO makes his definition wrong...or more precisely incomplete.

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On 11/6/2002 at 3:04am, Irmo wrote:
RE: RPG Tactics article

BrianL wrote:

And in fact, he and Irmo are are both right, since they're arguing slightly different points :-)

Brian.


I still question whether his model is a valid one, and his resorting to insults suggests he doesn't really have a solid basis for it himself.

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On 11/6/2002 at 11:19pm, OriginalFlash wrote:
RE: RPG Tactics article

Seems like he has to justify his like for D&D.

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On 11/6/2002 at 11:21pm, Roger Eberhart wrote:
RE: RPG Tactics article

OriginalFlash wrote: Seems like he has to justify his like for D&D.


I got that feeling too.

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On 11/7/2002 at 9:53pm, Irmo wrote:
*groan*

If any proof was needed that he has no idea what he's talking about... but that he doesn't even revise himself when the role of stances is pointed out to him demonstrates his true attitude. He can't be wrong, no matter what such unimportant things as the facts indicate...

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On 11/7/2002 at 10:08pm, Valamir wrote:
RE: RPG Tactics article

Actually Brian doesn't like D&D. The set of games that he does like is very very narrow.

Basically, Brians preferred game style is basically this. Combat: where everything is detailed out as a set of 1:1 miniatures combat rules complete with maps specific movement rates and specific rules to time out when any possible action occurs and exactly what its effects are (with very little room for interpretation). Everything Else: Almost completely free form with very little rules interferring with how players and GMs interact.

In otherwords Brians game is a miniatures war game sandwiched in between episodes of free form narrative which serve to set up the next miniatures war game.

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On 11/7/2002 at 11:28pm, Lyrax wrote:
RE: RPG Tactics article

Valamir wrote: In otherwords Brians game is a miniatures war game sandwiched in between episodes of free form narrative which serve to set up the next miniatures war game.

I thought we already said D&D ;-)

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On 11/8/2002 at 12:03am, Valamir wrote:
RE: RPG Tactics article

Thats actually pretty poignant.

Its amazing the number of games out there that we could say "so that's just like D&D" about, yet the designer and fans will swear 6 ways till Tuesday that its absolutely nothing like D&D and will produce the laundry list of differences to prove it.

What it really means is they have a particular pet peave about D&D that makes all the world to them when they edit it out, but to those who don't share that peave looks pretty much the same.

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On 11/19/2002 at 6:30pm, spunky wrote:
Game vs. Sim

Glossing the article, it seems his criticisms are valid in terms of game theory.

Personally, I feel the great strength of TROS is that it is not a "balanced," "resource management" game. Instead of trying to be a great "game," TROS strives to be a good simulation. And simulation-type RPGs are better. They force players to think, to exploit situations, and sometimes actually run away (something almost unseen outside of CoC).

Don't gte me wrong. I love resource management games -- like Starcraft and Warcraft III. But when it comes time to sit down and play an RPG, I want rules that further the creation of great stories.

JMHO.

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On 11/20/2002 at 8:25pm, svenlein wrote:
Re: Game vs. Sim

spunky wrote: Instead of trying to be a great "game," TROS strives to be a good simulation. And simulation-type RPGs are better.

hmm
spunky wrote: JMHO.

ok

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On 11/21/2002 at 12:11am, Jaif wrote:
RE: RPG Tactics article

That was all very odd. I read some of the long thread, but not all, so forgive me if I hit something somebody else covered:

1) Good tactics is very much about making winning choices based on the situation. Making it based on meta-game knowledge is still a question of tactics; It may not be the best design for a role-playing game (but then again, Amber...), but that's a different issue.

2) The drop-die mechanic is mostly not a random or metagame issue. Considerations like a short sword versus a halberd at long range are vastly more important. Situations, like defending until your buddies can intervene, are even bigger components of the decision to drop red vs white. In fact, there really aren't that many times that it would pay to make your choice based off the opponent's choice (if you could see it first), unless the opponent tries something surprising. All the die-dropping allows is that occasional surprise.

3) His article seems (to me) to dismiss the whole fog-of-war, psychological side to tactics, and that's just crazy talk. Lee defeated Hooker at Chancellorsville through gambling and guts, and those most certainly are as much a part of tactics as anything else. If you chose to defend (pick white die) because you know your opponent (say, crazy orc) is likely to attack, bully for you, that's tactics!

4) With the whole metagame thing, I have to ask: who exactly is fighting whom? Is the GM peering in Joe's soul, trying to gain some advantage for his Orc? Is it the reverse? Frankly, if that's your situation you probably have a problem with your role-playing games, but that's just me.

-Jeff

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On 11/21/2002 at 12:36am, Irmo wrote:
RE: RPG Tactics article

Jaif wrote:

4) With the whole metagame thing, I have to ask: who exactly is fighting whom? Is the GM peering in Joe's soul, trying to gain some advantage for his Orc? Is it the reverse? Frankly, if that's your situation you probably have a problem with your role-playing games, but that's just me.

-Jeff


That's what I told him pretty early on: If all his GM cares for is to see his char die, die, die, and thus tries to "read" him on a player-to-player basis, he should pick a different GM. If the GM is readable and consistently throws the same die, regardless of who he is representing, he should also pick a different GM. If HE is the GM and does one or the other, he should be glad he has people who RP with him :)

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