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4 years ago ::
Jul 19, 2009 - 2:57AM
#1
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Date Joined:
Jun 28, 2006
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Here is the final argument (version 8, page 33). Please note that it is not a pejorative one. A is the set of every legal build in D&D B is the set of every optimised legal build in D&D C is the set of every unoptimised legal build in D&D D is the set of all B that can be roleplayed and all C that can be roleplayed.Unless C is empty, or no build contained in C can be roleplayed, then D is necessarily larger than B. It shows that there are builds that can be roleplayed that are not optimised builds. As Solik pointed out, this could be claimed as a victory for those who prioritise roleplaying. While you roleplay and don't optimise you have more build options than you do while you optimise. That does not automatically make you a better roleplayer. Unless you can show that either 1) B == A; or 2) Builds in C cannot be roleplayed; then the argument is true. Note that this is not a subjective argument, it does not matter what one player might do: this argument references the complete set of all possible players. So what does it have to do with Stormwind? 1) The Stormwind Fallacy cannot be adduced in support of any argument that wants to claim that there is nothing one gets from choosing builds based solely on roleplay. One does get something, the builds in C. The value of having those builds is subjective. 2) Stormwind was sometimes misinterpretable, for example 'roleplaying and min/maxing can easily coexist since they are independent of each other'. My argument presents a caution that you must not read statements like that as 'can always coexist'. Sometimes a build pick could be a pick from C, which is shown to allow roleplay but preclude optimising. vk
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4 years ago ::
Jul 19, 2009 - 3:39AM
#2
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Date Joined:
Mar 29, 2005
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I've long been curious about this, so while we're on the subject, I'll ask:
How did the Stormwind Fallacy get its name?
Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
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4 years ago ::
Jul 19, 2009 - 3:42AM
#3
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I think it was a poster named Stormwind that propagated the "you optimize so you can't roleplay" idea.
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4 years ago ::
Jul 19, 2009 - 3:54AM
#4
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Date Joined:
Jan 15, 2009
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Many read 'optimizes his characters mechanically' to include more generally playing in an optimal way. Do they? It seems that if I don't accept the preposition that optimising your character mechanically means also playing optimally (and I don't) then the rest of your argument falls down.
As we are discovering, you will sometimes reach moments where the choice indicated by roleplaying differs from the choice indicated by optimisation, and you cannot choose both.
-vk Examples?
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4 years ago ::
Jul 19, 2009 - 5:02AM
#5
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Examples? I've never heard of the Stormwind fallacy, but I like a challenge.
Examples of playing an optimised game, ignoring "in character" choices that might make a more consistent story:
1) Hit the enemy you have the best bonuses against (to-hit/damage or other), as opposed to an NPC the character really wants to hurt for story reasons, but has less of a chance to affect.
2) Choose a feat or power which has no connection to the character's current backstory, because it is more useful than one or more that do. Willingness to re-write or alter said backstory when new powers or feats appear in new source material, and they are desirable.
3) Choose a character race or class with bonuses against an effect or condition due to history of conflict or ability to face that type of enemy. Followed by consistently avoiding enemies that cause that effect, because it is dangerous (also known as cowardly Paladin syndrome, or just "self preservation society" - example from ex-player in own group)
4) Carefully counting squares to multiple targets to determine ranges or charge, then choosing specific actions, as opposed to declaring specific actions first by feel and then figuring out what happens by counting out the movement.
5) Conveniently ignoring the fact that the group contains character races, classes and alignments that should clash horribly (or paying very little lip service to it).
6) Wearing full battle kit to an in-game drinking session at the local inn. Taking an 8-hour rest at an odd point in the story. Selecting actions against an NPC by bartering about who has the best options or powers, using game terminolgy ("I have +8 to Intimidate") in front of that NPC.
7) Attempts to "roll back time" if an action has unforseen consequences (such as running past someone causing an opportunity attack).
None of these things mean that a player cannot roleplay. What they say to me is that some people think: "(a) Roleplay/story (b) Game" and others think "(a) Game (b) Roleplay". Ocasionally the natural first choice diverges from the natural second choice. Most often it just comes out in game-like play style - I include rolling back time for instance, because it is a chess-piece or board-game mentality, and I find players who accidentally trip off an effect or consequence because they chose an action first will accept the extra risk or damage without revising their plan, whereas an optimiser will often choose a completely different action (move opposite direction, use a ranged power as opposed to melee etc) if you let them.
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4 years ago ::
Jul 19, 2009 - 5:16AM
#6
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Date Joined:
Dec 27, 2008
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4) Carefully counting squares to multiple targets to determine ranges or charge, then choosing specific actions, as opposed to declaring specific actions first by feel and then figuring out what happens by counting out the movement.
6) Selecting actions against an NPC by bartering about who has the best options or powers, using game terminolgy ("I have +8 to Intimidate") in front of that NPC. I don't think that these are contrary in any way to roleplaying, because often the characters in the story would be expected to have a better handle on their own and each other's abilities than the players might. An experienced character considering a charge in combat would have a decent idea of whether he could reach that enemy or not, while the player would have to count squares to be sure. Characters often spend a lot more time together than their players do (days or weeks at a time, instead of hours), and a lot more time contemplating and considering strategies that they can use in tandem (in or out of combat).
Of course, I also don't like it when a DM bars players from discussing their next few moves in the middle of combat. I accept that this might help increase immersion, but characters are often skilled combatants and tacticians, while players are not necessarily.
I see these only as points where the game/character interplay is particularly clumsy. I see these mechanical conversations between players as a means of overcoming that clumsiness.
I think a better alteration to the fallacy would be to simply more clearly define mechanical optimization for the purposes of this particular definition.
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4 years ago ::
Jul 19, 2009 - 5:25AM
#7
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Date Joined:
Nov 17, 2003
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I think it was a poster named Stormwind that propagated the "you optimize so you can't roleplay" idea. It was the other way around. A poster by the name of Tempest Stormwind came up with the fallacy and named it after himself (i.e. he argued that you can both optimize and roleplay at the same time). Back in the day, he was one of the most intelligent and interesting posters out there, but I don't recall having seen him post anything recently.
Of course, the fallacy is a useless thought exercise devoid of any practical application in an on-going game.
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4 years ago ::
Jul 19, 2009 - 5:36AM
#8
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Date Joined:
Jun 28, 2006
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Do they? It seems that if I don't accept the preposition that optimising your character mechanically means also playing optimally (and I don't) then the rest of your argument falls down. The part you quote is actually irrelevant to the argument; I just felt it was an interesting point to consider. I hope I do not misrepresent you in sayng that you feel that Stormwind only applies to character mechanical optimisation--which you read as character creation and progression choices. A question that raises is whether you feel that Stormwind does not apply to the other potentially optimised choices you make during play? Do you?
I suspect if you do, you will find it pernicious; but let's say I take back the comment you object to? How does that help us? It isn't an underpinning predicate of my main argument. Dropping it does not disturb that argument, because we now only need to find an example of a character creation or progression choice that can be roleplayed or optimised, but not both at once, to show a revision along the lines proposed is justifiable. I do feel we should have a test for any example we will accept: it must not be strained, and it should be one that has come up in play and has reasonable currency. So for examples, slobo777a captured some possibilities: let's work up one of his (#2).
I am choosing a feat for my Warlock (I'll stick to core here) who I have delineated as a bookish character. I notice the incredible benefits that Stealth can give a Warlock, and notice that Warrior of the Wild is an optimal way to gain that skill. However, I don't feel my character should have that from a roleplaying point of view. I feel he should have Linguist, which is a decidedly sub-optimal choice for the combat heavy campaign our DM is running. I can only choose one feat this level, so I must choose between a feat indicated by optimisation or a feat indicated by roleplay. I cannot at this time satisfy both.
Please remember here that we cannot challenge my sense of what my character wants from a roleplaying perspective. I am allowed to assert that that is so. We can challenge my sense of what would be optimal, but if we do, then unless we manage to show Linguist will become the best pick by optimisation criteria we're still running into trouble.
The Warrior of the Wild example came up months ago in detailed debate on Stealth and optimisation with Stealth, and value of Stealth to Warlocks. I feel it has currency and is not strained. Can you find any issues with it that I have missed?
-vk
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4 years ago ::
Jul 19, 2009 - 5:38AM
#9
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I don't think that these are contrary in any way to roleplaying, because often the characters in the story would be expected to have a better handle on their own and each other's abilities than the players might. An experienced character considering a charge in combat would have a decent idea of whether he could reach that enemy or not, while the player would have to count squares to be sure. Characters often spend a lot more time together than their players do (days or weeks at a time, instead of hours), and a lot more time contemplating and considering strategies that they can use in tandem (in or out of combat).
Of course, I also don't like it when a DM bars players from discussing their next few moves in the middle of combat. I accept that this might help increase immersion, but characters are often skilled combatants and tacticians, while players are not necessarily.
I see these only as points where the game/character interplay is particularly clumsy. I see these mechanical conversations between players as a means of overcoming that clumsiness.
I think a better alteration to the fallacy would be to simply more clearly define mechanical optimization for the purposes of this particular definition. I agree they are not contrary, but in my experience players who use these approaches end up spending their limited time slot on game mechanics issues as their priority. Players who call the shots first are often sub-optimal in what they do (especially at first until they get used to what the character can/cannot do in a by-feel way), but spend more of their time thinking about motivations and descriptions.
All people have limited attention to spend - usually much more limited than they themselves think. Have you seen the recent famous "Gorilla in the basketball game." experiment for example? (Was also turned into an advert for road safety with a dancing bear). No real-world player or DM can think of several things at once, irrespective of whether they "conflict". In practice, because optimisation takes time and effort, and the game flows on at a certain pace, the RP gets reduced.
Now if all the players optimised to a similar degree, and the gamers are willing to slow the pace so that optimising and RP-ing are both included (or even expected), then I could imagine the game where you could quite happily have the best of both worlds. I don't see this happen in practice though, and it probably boils down to player motivations - i.e. very few groups want to do this.
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4 years ago ::
Jul 19, 2009 - 6:21AM
#10
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Date Joined:
Dec 27, 2008
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I agree they are not contrary, but in my experience players who use these approaches end up spending their limited time slot on game mechanics issues as their priority. Players who call the shots first are often sub-optimal in what they do (especially at first until they get used to what the character can/cannot do in a by-feel way), but spend more of their time thinking about motivations and descriptions. If that is what you are getting at, then you should just say that spending time thinking about optimal combat tactics without regard to character is contrary to roleplay. Instead you listed two player habits that may or may not be related in any way to how much they optimize or roleplay.
In fact I think both of these habits are almost necessary for roleplay. My character wouldn't charge an enemy if he's going to end up five feet short before he gets an arrow in the face. He would have an idea of how far he can move before the guy reloads. The way I as a player determine this is by counting squares. The character would know it intuitively.
My character would also have a sense of how effective his ally is at intimidation tactics. He would know if his buddy is frightening when he howls like a madman to chase off enemies or if he is just goofy. I as a player do not necessarily have as much of a grasp on the other characters in the game, nor how those character traits are represented mechanically by the player. The way I determine this is to ask, assuming that the characters would have figured these things out between them long before the current encounter actually took place.
Even if this new argument is what you were getting at, I'm not sure I agree. A player who spends three minutes thinking about character and two minutes thinking about tactics may well be optimizing more than roleplaying. A player who spends one minute thinking about each may be optimizing and roleplaying to the same, greater, or lesser degree. Maybe it just takes the second player less time to optimize his character's combat choices, and at the same time he has a much better grasp on his character's motivations than player 1. Roleplaying and mechanics will require different amounts of energy, time, and focus from player to player, from action to action, from character to character, and from system to system.
A proposed alteration: choosing optimized equipment or options at level up does not preclude roleplaying.
Possible corollary: choosing suboptimal equipment or options at level up does not mean you are automatically roleplaying.
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