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Switch to Forum Live View Sick and tired of maps...
1 year ago  ::  Dec 29, 2011 - 11:43PM #21
Samrin
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Date Joined: Jan 29, 2005
Posts: 6,882
I can't stand not having a map even in an abstract system. It seems to move a lot slower. Rather than everyone being on the same page and knowing what's going on, everyone is always asking the GM where they are, what's in the way, if something is in range, etc. The map actually helps immersion for me, because it puts everyone in the same place rather than a different picture in 6 different minds.
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1 year ago  ::  Dec 29, 2011 - 11:57PM #22
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,779
In a properly-done abstract system, those aren't issues. If you and that other guy are in the same location then nothing is in the way and you're in range of one another. Those factors simply don't exist.

  However, it's pretty much the opposite to what D&D has always done. (4E isn't alone in being positioning-dependent; all of the old-Es assumed some sort of specific positioning/facing/etc system, even if they didn't employ a grid.)
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1 year ago  ::  Dec 30, 2011 - 12:29AM #23
The_Othe_GM
Date Joined: Nov 13, 2011
Posts: 305

Dec 29, 2011 -- 11:57PM, Neutronium_Dragon wrote:

In a properly-done abstract system, those aren't issues. If you and that other guy are in the same location then nothing is in the way and you're in range of one another. Those factors simply don't exist. However, it's pretty much the opposite to what D&D has always done. (4E isn't alone in being positioning-dependent; all of the old-Es assumed some sort of specific positioning/facing/etc system, even if they didn't employ a grid.)




remember how in 2nd ed

"A sheild is useful only to protect the front and flanks of the user. attacks from the rear or rear flanks cannot be blocked by a sheild(exception: a sheild slung across the back does help defend against rear attacks)."

that's under the description of the shield item. i was also surprised to see we were using sheilds wrong and that small sheilds could only be used to block 2 attacks per round. huh.

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1 year ago  ::  Dec 30, 2011 - 12:32AM #24
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,527

Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

Sure, I'm down with narrativism.  I just don't see how having a map - whether a poster map or a simple grid like a battle mat - gets in the way of it.   Well, unless you take it to the level of freestyle, in which case you hardly need rules, let alone maps.  



The way map based/grid-heavy combat resolution systems such as 4e get in the way is very simple; they remove the requirement that one narrate what they are doing during combat resolution. Narrative systems require you to narrate your activities. The system that 4e uses requires no narration. You can count squares, move your figure, point to an attack power, point to a target, and roll a die in silence.  


Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

 Well, that's how you feel, then.  Just be aware that your feeling is irrational and wrong.  




I really hope you are joking. I have a feeling that, despite your smiley face, you are not. 

Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

Seriously, though, it helps to understand the problem when offering advice.  And 'how do I get away from maps to make my game more narrative' is hard for me to grasp when maps make a fine narrative aid, IMX.



Based on your responses in this thread, I don’t think you are the right person to be offering advice at all… I am not sure there is anything I can say that would change that. I think you have an outside agenda. I think your agenda precludes you from being able to accept that 4e might have some elements that genuinely don’t mesh with someone else’s subjective taste. You appear to have a vested interest in believing 4e is fine as is, even in regards to my subjective tastes, no matter what I might say.  

Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

I'd say it's due to the group, not the maps.  But whatever, if your group can't handle the style of play you're after when using a map, that's a problem.  How to deal with it without giving up the existing narrativist qualities of 4e is an interesting question... (see, I'm getting to it). 



Yep. We should never try and modify the game so that it fits better with our subjective tastes. If we prefer something different than you the problem is always us. ::roleseyes::

Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

I'd Require RP?  I've seen games do that and it's often quite forced and clumsy.  But, I think what you mean isn't require RP so much as require a bit of player/GM negotiation or creativity in resolution.  That sounds to me like an inadequate ruleset, but maybe that's just a glass-half-empty thing on my part.  :shrug:



Sorry, I did not mean to say anything about requiring RP. I meant to say something about requiring narration. That is not quite the same thing. As for what you believe is an inadequate ruleset, that is irrelevant to me. You don’t share my tastes. Your aesthetic judgements on them mean absolutely nothing to me. I prefer games that require narration as opposed to gamey piece movement and grid counting. That does require a certain level of player/GM negotiation. I don’t think there is anything inadequate about that. I could care less if you do…

Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

Really, then the solution is right in front of you:  don't use the map.  Without it, the mechanics of  4e positioning - movement, forced movement, reach, range, area, etc - become less functional, calling on the DM and players to resolve questions of positioning/range/movement through some more creative process.  Not exactly what I'd call 'narrativist,' but if it's what you're going for, just abandoning the map without particularly changing the rules should get you there.



Thanks for the facetious response, but it doesn’t help me any. Then again, like I noted, I doubt you are the right person to help me.

Dec 29, 2011 -- 11:01PM, Tony_Vargas wrote:

Your use of the word 'narrative' is confusing me, I guess.   4e has a number of strongly narrativist elements - indeed, it takes a lot of flack for them.



It does make use of a lot of narrative elements. In combat resolution, however, it makes use of (almost exclusively) gamist tactics. I like a lot of those gamist tactics. However, I prefer more narrative approaches to combat resolution. If the use of the word “narrative” confuses you, you should look up the word in the dictionary. Allow me to help:


Narrative:


That narrates or recounts, that tells a story; of or concerned with narration; having the character or form of narration.



Narration:


A thing narrated or recounted; a story, an account.



If you examine some of the more contextual definitions in the OED it also becomes evident that the term often has a verbal quality (and though this is not always the case, it is certainly the case in terms of the context in which I am using the term).


Since an account is the type of narration we are discussing, account, v.:


To render a reckoning….To present an account or reckoning of (one's actions, etc.)



Guess what doesn’t really fit into those definitions? If you guessed silently counting squares, figuring out modifiers based on grid positioning, pointing to a power, pointing to an enemy figure, and then rolling a die you would be correct. Of course, if you wanted to argue semantics you could argue that you are still producing a narrative when you perform those actions, bodily narration shall we say. It is arguable, since you are not really producing an account, you are producing a set of actions (which a narrative would have to account for). Then again, maybe one can create accounts with different forms of bodily media. Some forms of dance are considered narratives after all. The discussion is kind of pointless, though, because that narrative would not really mesh with the verbal quality that I am attributing to the term contextually speaking; yes, I am discussing oral narration, verbal storytelling, spoken word. That is what entices me in the genre of role-playing games. It is also the baseline assumption of context that the terms narration, storytelling, or word tend to carry--written or oral, verbal in both cases.

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1 year ago  ::  Dec 30, 2011 - 12:48AM #25
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,527

Dec 29, 2011 -- 11:10PM, Neutronium_Dragon wrote:

I think he means abstract, not narrative. A scene is divided into a few general locations, and everyone is in one of those locations ("on top of the guard tower", "in front of the gates", and so on), but positioning isn't tracked or relevant beyond that. Something like a melee attack would require you to be in the same general location as the target, but the system otherwise doesn't worry about your exact position relative to your target. This would go well beyond Wrecan's proposal, but it would also require a major overhaul of the system - it isn't really something that can be made to work in 4E.





No, I mean narrative. See my last post. Though, the abstract system that you are describing would be more narrative if it also forced people to recount their position and actions via narration (as in oral, verbal narration, in case anyone wasn’t sure). 

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1 year ago  ::  Dec 30, 2011 - 12:54AM #26
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,779
> Narrative systems require you to narrate your activities.

  My experience with this style of play - which you can also impose on 4E - is that this narration quickly becomes repetitive or reaching (out of sheer desperation to come up with a new way to say the same thing for the umpteenth time).

  Moreover, requiring a blah-blah-blah to accompany every turn/action/etc is a great way to produce the "combat is taking too long!" problem that we see people complain about; again, my experience is that "drags on and on" is the inevitable result when someone gets the bright idea that requiring narration will somehow improve the game. ("Oh look - a fight scene narrative that makes Salvatore's descriptions seem minimalist!")

  Plus, since it's all (narratively speaking) supposed to be occurring simultaneously, a lot of that narrative ends up making very little sense.

  It usually seems to work out better when someone does a brief end-of-round summary. That's what I'd go for if I was into pushing narrative play; at the very least it's less likely to produce broken record syndrome.
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1 year ago  ::  Dec 30, 2011 - 1:02AM #27
Cyber-Dave
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Date Joined: Sep 20, 2004
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Dec 30, 2011 -- 12:54AM, Neutronium_Dragon wrote:

> Narrative systems require you to narrate your activities. My experience with this style of play - which you can also impose on 4E - is that this narration quickly becomes repetitive or reaching (out of sheer desperation to come up with a new way to say the same thing for the umpteenth time). Moreover, requiring a blah-blah-blah to accompany every turn/action/etc is a great way to produce the "combat is taking too long!" problem that we see people complain about; again, my experience is that "drags on and on" is the inevitable result when someone gets the bright idea that requiring narration will somehow improve the game. ("Oh look - a fight scene narrative that makes Salvatore's descriptions seem minimalist!") Plus, since it's all (narratively speaking) supposed to be occurring simultaneously, a lot of that narrative ends up making very little sense. It usually seems to work out better when someone does a brief end-of-round summary. That's what I'd go for if I was into pushing narrative play; at the very least it's less likely to produce broken record syndrome.




Ok. We have different experiences. It sounds like we also have different tastes. That’s cool by me. I still like what I like... I don’t know if it is possible to achieve this particular goal in a fast fluid way with 4e. However, it is what I LOVE about WFRPG 3e. In fact, it is what made WFRPG 3e surpass 4e D&D in terms of my own personal tastes. Then again WFRPG 3e has some interesting features that help mitigate some of the problems you have complained about, so I don't know if I would ever be able to achieve anything that flows quite the same way with 4e's base ruleset. Then again, I remember really enjoying the more narrative approach of 2e D&D back when I played that, so… I am still interested in trying. 

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1 year ago  ::  Dec 30, 2011 - 1:41AM #28
BilopTheFleshwarper
Date Joined: Jul 8, 2007
Posts: 401
I've never understood why people don't like knowing where they are relative to everything else in combat, and knowing where and how they can manuever in combat without problems or taking extra time fiding things out that can change their decisions. 

I've played since 2nd edition, and even back then my groups have always used maps and mini's, even if it was just graph paper and dice at times.  It just seemed practical, you get the description of the room, and then the map is put out.  You know how big things are, where various elements are compaired to others... useful knowledge. 

There are only a few games I don't mind playing without a "combat map"  and in those... combat is usually a bad idea anyway. Paranoia and Call of Cthuluh.   Against a single large monster or a few boring monsters in the middle of a blank room, it might be okay but if the fight is boring, there's not really a reason to have it either.

I admit, that 4E is specifically made to be run on a grid, but that's where a large portion of the balance comes into play.  I generally describe what I'm doing, but like others have said, it gets very samey after a while.  Not every killing blow will decapitate(most shouldn't), not every wizards spell leave gaping holes thru the targets body(again most don't). There is a point where doing 30 points of fire damage goes from turning everything in a room from living flesh to charcoal, and doing 30 points of fire damage is unnoticed by the wall of demons charging out of a portal to hell you just activated.
Preferences... Not where they should be.

Asking someone if they're Trolling you is in violation of section 3 of the Code of Conduct.
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1 year ago  ::  Dec 30, 2011 - 4:00AM #29
wrecan
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Dec 29, 2011 -- 11:10PM, Neutronium_Dragon wrote:

I think he means abstract, not narrative. A scene is divided into a few general locations, and everyone is in one of those locations ("on top of the guard tower", "in front of the gates", and so on), but positioning isn't tracked or relevant beyond that. Something like a melee attack would require you to be in the same general location as the target, but the system otherwise doesn't worry about your exact position relative to your target. This would go well beyond Wrecan's proposal, but it would also require a major overhaul of the system - it isn't really something that can be made to work in 4E.




I'm not sure why what you describe goes beyond SARN-FU.  It seems to be somethign that is easily handled using SARN-FU and is pretty much one ofthe hypothetical uses for SARN-FU I describe in SARn-FU 2: Why to SARN-FU.

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1 year ago  ::  Dec 30, 2011 - 4:04AM #30
Kalex_the_Omen
Date Joined: Apr 1, 2001
Posts: 2,909
I can't understand the "sick and tired" part of the title.  Maybe the OP was intentionally trying to be over the top with it?

Anyway, I did abstract combat way back in 1e, but that only lasted for about a year until more detail was required to stop constant bickering.  What we then went to is essentially the same rules that combat now uses in 4e.  We plotted everything out on graph paper with pencil and erased and redrew position marks often, but it was essentially the same.

I also don't understand how the OP could claim to like 4e and not like tactical combat.  There isn't much else to the 4e rule set than tactical combat. 

I've seen abstract games run at cons before, and honestly there isn't any reason most of the time to have any rules in them.  In fact the DMs should just read a short story to the crowd and be done with it.  Player input has an effect, but is minimized by the lack of concrete rules.  Definitely not for me.

If you want a rules light, abstract game system try Amber diceless roleplaying.  It is almost entirely abstract and narrative.  I'm sure some copies are floating around the internet for sale.       
Kalex the Omen
Dungeonmaster Extraordinaire



Concerning Player Rules Bias Show

Mar 7, 2012 -- 5:19AM, Kalex_the_Omen wrote:

Gaining victory through rules bias is a hollow victory and they know it.


Concerning "Default" Rules Show

Oct 11, 2012 -- 2:23AM, Kalex_the_Omen wrote:

The argument goes, that some idiot at the table might claim that because there is a "default" that is the only true way to play D&D.  An idiotic misconception that should be quite easy to disprove just by reading the rules, coming to these forums, or sending a quick note off to Customer Support and sharing the inevitable response with the group.  BTW, I'm not just talking about Next when I say this.  Of course, D&D has always been this way since at least the late 70's when I began playing.


My First D&D - 1979 D&D Basic Set (6th Printing) Show

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