The Sword of My Father and the moustache of Strum

General questions, debates, and rants about RPGs

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Elennsar
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Post by Elennsar »

Being in a worse situation numerically than someone who didn't make that quixotic choice. Yes, if I could have had a +3 and I made an RP choice and took a +1, that's a punishment unless I get something back to compensate.
See below for my thoughts.

So you're saying that you want to solve the problem with DM fudging?
Not exactly. I believe that the GM should give circumstantial modifiers when appropriate - a person fired up and impassioned deserves a +2 (or +4 - probably not more than that, but you never know) now and then.

"the player is making a quixotic choice" in and of itself doesn't count as one of those times. Some of those choices do - but that's somewhat case by case, which is why I think the GM should do it rather than the designers (though if they intend this to be used, they should make it clear how it works and what sort of stuff)
Again, you're not competing against the monsters so much as you are against the other party members. If the other PCs are doing all the killing and you are doing all the sucking, that's not good. It doesn't really matter how you compare to the monsters, so much as how much you compare with each other.
Unless you choose a grossly inferior choice (and I don't think what you did should count as one), you should not be too far behind.

Also, since when did sidekick become the same thing as "worthless add on"?

I'm just asking in general - I wouldn't mind being a sidekick if I was a useful sidekick (I might not be able to contribute as much directly to slaying the dragons, but I can keep the goblins off the backs off those who can hurt the dragon while we fight it - that counts for something in the actual fight, if not necessarily as much in hypothetical party balance).

In a fight with someone who is a dedicated foe of _____, that person will probably outshine the others.

That's not necessarily a bad thing.

Favored Enemy: Evil (or "monsters" - though you might be able to make that work with a good definition of "monsters" and the right campaign), on the other hand, is. That goes from circumstantial to either useless (as in without use), compensating-for-being-suck-otherwise, or overpowered.
Last edited by Elennsar on Sun Mar 15, 2009 8:06 pm, edited 1 time in total.
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Parthenon
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Post by Parthenon »

We should ignore completely swords kept for keepsake purposes. They are about as important as keeping your mothers necklace or a picture of your family.

Its only the mechanical decisions made from a roleplaying perspective that we should think about, e.g. vow of poverty, using a subpar sword because of it's history, etc.

Elennsar wrote: I don't mind if a character gets something for wielding the sword of their father - but making a decision for roleplaying reasons should matter only as much as those reasons and not one iota more.
This should matter both ways. What this implies is that if you make a decision for roleplaying reasons then it should neither benefit or harm you mechanically. Otherwise the decision could matter more than the reasons.

By which I mean that if you get a +5 to Knowledge(Local) within that town if you roleplay going to the pub and chatting rather than getting a +5 to Knowledge(Religion) while you're in the town by going to the local temples and chatting then the decision of where to spend your free time matters more than deciding to go to the pub because your PC isn't religious.

On the other hand, if you decide to travel to the next village on foot taking 3 days rather than take a griffon taking 12 hours because your PC has vertigo then the decision matters more than just roleplaying.

So, are you saying that making a decision to use your father's sword in combat for roleplaying reasons only matters for those reasons because you think that it doesn't affect you mechanically or is it that the effects don't matter?

Elennsar wrote: The safest and simplest way to kill your father's slayer should be to stab him in the back, or poison him, or whatever.

However, if you're above such things, that ought to count for something even if it is harder and/or more dangerous.
So, how should it count then? You say that it shouldn't count mechanically.

Should it count within the campaign? Should other characters treat you differently for being honourable? If so then there should probably be guidelines for in what way to deal with this which can take up a lot of space and get twisted by the DM. It should also count if you do a bastardy thing if you are a bastardy character.

Should it count within the party? Should the party congratulate and adulate and fellate you because you roleplayed 'correctly'? If so how can you make sure that happens? And what if there is disagreement over what is the 'correct' way to roleplay a situation?

Should it count personally? Should you feel a warm glow inside for having had your character uphold his ideals and doing it right? If so then you should be doing it yourself and it doesn't affect anyone else. If this is solely the case then this whole thread is worthless.

Elennsar wrote: Also, since when did sidekick become the same thing as "worthless add on"?

I'm just asking in general - I wouldn't mind being a sidekick if I was a useful sidekick ....
There are already sidekicks in D&D. They're called cohorts. If you are a sidekick then you are at the best two levels worse than you should be.

Now groups of equals (which is what RPG groups should be) often have people who take up leadership roles. However this isn't the same as one of the party being a cohort. It would be like having Robin in the JLA.
Elennsar
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Post by Elennsar »

We should ignore completely swords kept for keepsake purposes. They are about as important as keeping your mothers necklace or a picture of your family.

Its only the mechanical decisions made from a roleplaying perspective that we should think about, e.g. vow of poverty, using a subpar sword because of it's history, etc.
Go on.
By which I mean that if you get a +5 to Knowledge(Local) within that town if you roleplay going to the pub and chatting rather than getting a +5 to Knowledge(Religion) while you're in the town by going to the local temples and chatting then the decision of where to spend your free time matters more than deciding to go to the pub because your PC isn't religious.
Well, I would presume that a PC who isn't religious would act accordingly.
So, are you saying that making a decision to use your father's sword in combat for roleplaying reasons only matters for those reasons because you think that it doesn't affect you mechanically or is it that the effects don't matter?
The effects are less important.

Having poisoned weapons be more effective but regarded as amoral (skipping the discussion of poison as amoral - I'm making a reference to a belief, not arguing for it - save that for elsewhere, please, thanks) means that characters who are concerned about being moral will refuse to poison their weapons - even if its an advantage.
So, how should it count then? You say that it shouldn't count mechanically.

Should it count within the campaign? Should other characters treat you differently for being honourable? If so then there should probably be guidelines for in what way to deal with this which can take up a lot of space and get twisted by the DM. It should also count if you do a bastardy thing if you are a bastardy character.
Yes. As for being twisted by the DM: Anything and everything can be twisted by a DM determined to twist it. Saying that being honorable grants +5 to AC is no more immune to twisting than honorable meaning people hold doors for you.
Should it count within the party? Should the party congratulate and adulate and fellate you because you roleplayed 'correctly'? If so how can you make sure that happens? And what if there is disagreement over what is the 'correct' way to roleplay a situation?
If you're playing a true knight who is honorable and dependable and will never fail to support a friend in need, that ought to count for something as being the kind of guy you want at your back.
Should it count personally? Should you feel a warm glow inside for having had your character uphold his ideals and doing it right? If so then you should be doing it yourself and it doesn't affect anyone else. If this is solely the case then this whole thread is worthless.
Those sorts of things should matter too, however.

Not exclusively - if that was enough, yes, this thread would be worthless.
There are already sidekicks in D&D. They're called cohorts. If you are a sidekick then you are at the best two levels worse than you should be.

Now groups of equals (which is what RPG groups should be) often have people who take up leadership roles. However this isn't the same as one of the party being a cohort. It would be like having Robin in the JLA.
Which should not be the same thing as "virtually useless".

Being someone's squire (assuming you still get to do interesting stuff) ought to be perfectly valid (it may not be what most/many players want to do, but most/many players don't want to play it doesn't mean it shouldn't be made possible) - after all, squires are supposed to be useful to their knights, and when we're talking about this kind of scenario, that's not just "someone who will groom my horse so I don't have to" kind of useful.
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RandomCasualty2
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Post by RandomCasualty2 »

Elennsar wrote: Unless you choose a grossly inferior choice (and I don't think what you did should count as one), you should not be too far behind.
But you're still falling behind for RP purposes.
Also, since when did sidekick become the same thing as "worthless add on"?

I'm just asking in general - I wouldn't mind being a sidekick if I was a useful sidekick (I might not be able to contribute as much directly to slaying the dragons, but I can keep the goblins off the backs off those who can hurt the dragon while we fight it - that counts for something in the actual fight, if not necessarily as much in hypothetical party balance).
Because you should only be a sidekick if that's what you want to roleplay. It's fine to play a weaker character, but it should be something that you chose, not something that the system forces on you.

In the aforementioned example, the player playing the warrior still wants to be a competent hero. He doesn't want to be a sidekick character who can't achieve much meaningful beyond a token role. Yet, he still wants a specific background for RP purposes that he believes is cool for the character.

Do you want to make people choose between being cool and being effective?

PC: "What gives? I really like my character concept but he sucks mechanically now."
DM: "Yeah you have been making a bunch of bad choices. You should have dumped your father's sword and picked up that +4 flaming doom blade, and while you're at it, you really should drop that lawful good alignment and the hero bit and just use that demonic ring of invulnerability you found. Even though you have to kill children to power it, It will make you super powerful."
PC:" Yeah but that goes against everything my character believes in. He wouldn't do that. "
DM: "Well that's why you suck. You're always worried about your character concept and being cool. You should just be looking at what gives you the biggest numbers and go with that. This game isn't about being cool, it's about choosing effective tactics, and right now, the effective tactic is turning chaotic evil and loading yourself up with demon items."
In a fight with someone who is a dedicated foe of _____, that person will probably outshine the others.

That's not necessarily a bad thing.

Favored Enemy: Evil (or "monsters" - though you might be able to make that work with a good definition of "monsters" and the right campaign), on the other hand, is. That goes from circumstantial to either useless (as in without use), compensating-for-being-suck-otherwise, or overpowered.
Favored enemies have little to do with the discussion, because we are talking about a +1 sword versus a +3 sword, which is inferior against everything.
Last edited by RandomCasualty2 on Sun Mar 15, 2009 9:53 pm, edited 1 time in total.
Elennsar
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Post by Elennsar »

But you're still falling behind for RP purposes.
....and your point is?

Characters make suboptimal choices. Risking your life to acquire something for your true love is not an optimal choice in any mechanical sense.
Because you should only be a sidekick if that's what you want to roleplay. It's fine to play a weaker character, but it should be something that you chose, not something that the system forces on you.
What is being forced on you is having to deal with the fact that (to use stuff from the part of your post quoted below) if you don't use the Demon Ring of Invulnerability, you don't have a goddamn ring of invulnerability.

You chose to give up the power in exchange for something more important to the character than whether or not he has DR 100/-
PC: "What gives? I really like my character concept but he sucks mechanically now."
DM: "Yeah you have been making a bunch of bad choices. You should have dumped your father's sword and picked up that +4 flaming doom blade, and while you're at it, you really should drop that lawful good alignment and the hero bit and just use that demonic ring of invulnerability you found. Even though you have to kill children to power it, It will make you super powerful."
PC:" Yeah but that goes against everything my character believes in. He wouldn't do that. "
DM: "Well that's why you suck. You're always worried about your character concept and being cool. You should just be looking at what gives you the biggest numbers and go with that."
Not at all. If you're concerned about your character concept, stick to the fucking concept and stop bitching about every +1 that you could have gotten if you went for power.

I don't see the point of saying "For making this noble sacrifice and refusing to use the demonic ring of invulnerability, you are blessed with DR 100/- by Heironeous to honor your pure heart." because that makes "refusing to use something evil even if the power is tempting" mere meaningless fluff.

And silly.
Favored enemies have little to do with the discussion, because we are talking about a +1 sword versus a +3 sword, which is inferior against everything.
The point is, you probably have a better chance than one of the other PCs vs. your father's killer because of said circumstantial modifiers - even if your sword is not the best sword you could get.

So you can and should be able to do fine without the +3 sword.

Seriously. Do you refuse (IC) to give money to beggars unless you get some bonus for it?
Last edited by Elennsar on Sun Mar 15, 2009 10:00 pm, edited 1 time in total.
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RandomCasualty2
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Post by RandomCasualty2 »

Elennsar wrote: What is being forced on you is having to deal with the fact that (to use stuff from the part of your post quoted below) if you don't use the Demon Ring of Invulnerability, you don't have a goddamn ring of invulnerability.

You chose to give up the power in exchange for something more important to the character than whether or not he has DR 100/-
Right, I'm being punished for roleplaying a character and making decisions based on what he'd want.
Not at all. If you're concerned about your character concept, stick to the fucking concept and stop bitching about every +1 that you could have gotten if you went for power.
So we're back to the "real roleplayers shouldn't care if the hero they're trying to roleplay is a mere sidekick and totally overshadowed by the other PCs" fallacy.
I don't see the point of saying "For making this noble sacrifice and refusing to use the demonic ring of invulnerability, you are blessed with DR 100/- by Heironeous to honor your pure heart." because that makes "refusing to use something evil even if the power is tempting" mere meaningless fluff.
It doesn't necessarily have to be the same bonus you were going to get anyway, but it should be something, especially if another PC did take the ring of invulnerability and the quest expects you're going to have it for future battles.

Now it's one thing if the DM knows you're going to turn it down anyway, and its just there purely as a roleplaying moment. That's okay to not get anything there because you were never intended to actually have the ring. But if the DM expected that you're going to take it and now all your battles get tougher, then yeah, you damn well better get something to help you compete.

Otherwise, you're not punishing the PC for a mistake here, you're punishing him for roleplaying his character. And you're sending the message that players should just do whatever they can to get more power, totally ignoring concept.
The point is, you probably have a better chance than one of the other PCs vs. your father's killer because of said circumstantial modifiers - even if your sword is not the best sword you could get.

So you can and should be able to do fine without the +3 sword.
So some +4 bonus you get against one foe is supposed to compensate you for having a -2 penalty to all attack and damage rolls against everyone else for the entire game?

Seriously. Do you refuse (IC) to give money to beggars unless you get some bonus for it?
Well it matters how much money I give. I'll just give a token amount or play a nonheroic character if I feel like the DM is going to punish me for giving away my money.

It's not so much about getting a bonus, so much as it is about avoiding a penalty. If I have to not have a ring of protection because I decided to give money to beggars, then I'm probably not going to give money to beggars, because I like my characters to be effective. So if I can't trust the DM to take care of me mechanically when I roleplay, then I will angle my roleplaying more towards a character who thinks more selfishly.

If I have a DM who punishes roleplaying and wants me to be brutally simulationist, then I can play a brutally simulationist character. The DM sets the tone for what kind of game he's encouraging, and a lot of times, if you encourage and reward a certain style of play, then players will play that way (or leave the game if they hate the style).

Especially given that you say you like your games to be really deadly, people in your games are heavily encouraged to be munchkins if they want to survive. Every little bonus is going to count, so you will likely end up turning your group into a bunch of low roleplaying powergamers. You have this flawed belief that somehow you can set rules that punish people for playing a certain way (you are more likely to die for being heroic, you take penalties for making roleplaying sacrifices), and somehow people will contnue to play that way anyway. But that's not what happens. More likely, they learn your play style and adapt to it, taking the path that means they're most likely to survive.

In the case of your style, it means roleplaying selfish, tactical cowards, because that's what you encourage.

Be careful what you wish for. You just might get it.
Last edited by RandomCasualty2 on Sun Mar 15, 2009 10:22 pm, edited 2 times in total.
Elennsar
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Post by Elennsar »

So we're back to the "real roleplayers shouldn't care if the hero they're trying to roleplay is a mere sidekick and totally overshadowed by the other PCs" fallacy.
No, we're back to the fact real roleplayers should be more concerned about the roleplaying then whether or not they killed five orcs or seven.

If it was "barely managed to kill one orc and someone else got ten", we have a problem.
It doesn't necessarily have to be the same bonus you were going to get anyway, but it should be something, especially if another PC did take the ring of invulnerability and the quest expects you're going to have it for future battles.
What if it doesn't?
Now it's one thing if the DM knows you're going to turn it down anyway, and its just there purely as a roleplaying moment. That's okay to not get anything there because you were never intended to actually have the ring. But if the DM expected that you're going to take it and now all your battles get tougher, then yeah, you damn well better get something to help you compete.
Quite. I'm assuming that if if you told me "I'm playing a hero." that when I say "this is rather hard", that's based around that - as in, if your character faltered and took the ring it would be easier than my intended design (which may be meant to be challenging, but I'd tell you it was that sort of thing in advance).
Otherwise, you're not punishing the PC for a mistake here, you're punishing him for roleplaying his character. And you're sending the message that players should just do whatever they can to get more power, totally ignoring concept.
Mmhm. The problem is, sometimes being a hero is harder than it would be for a less scruplous character.

On the other hand, your true love will probably not be impressed with your horns and claws.
So some +4 bonus you get against one foe is supposed to compensate you for having a -2 penalty to all attack and damage rolls against everyone else for the entire game?
Having a +1 sword when there was the possibiliy of a +3 sword is NOT the same as applying a -2 curse.

Unless of course everyone else in the party says "fuck yeah! Give me the bestest sword!" - in which case I'm not sure you're in the right group for playing someone who doesn't seek out power.
It's not so much about getting a bonus, so much as it is about avoiding a penalty. If I have to not have a ring of protection because I decided to give money to beggars, then I'm probably not going to give money to beggars, because I like my characters to be effective.
Then your characters being selfless is pretty meaningless. They're only generous with what they don't mind losing anyway.
Especially given that you say you like your games to be really deadly, people in your games are heavily encouraged to be munchkins if they want to survive. Every little bonus is going to count, so you will likely end up turning your group into a bunch of low roleplaying powergamers.

Be careful what you wish for. You just might get it.
People are heavily "encouraged" because they're more concerned with their characters surviving then whether or not their characters are heroic.

If you want to play a heroic character, play one. If you want to have every little bonus, then be prepared to accept that those will become mutually exclusive.
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Parthenon
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Post by Parthenon »

Elennsar wrote:
By which I mean that if you get a +5 to Knowledge(Local) within that town if you roleplay going to the pub and chatting rather than getting a +5 to Knowledge(Religion) while you're in the town by going to the local temples and chatting then the decision of where to spend your free time matters more than deciding to go to the pub because your PC isn't religious.
Well, I would presume that a PC who isn't religious would act accordingly.
No. When you said that making a decision for roleplaying reasons should matter only as much as those reasons and not one iota more, I took it to mean that... wait, I'm not sure what I took it as. Hmmm.... Oh yeah. That the effects should only affect things based on the roleplaying reasons. That roleplaying decisions shouldn't have mechanical or metagame effects. I think I got the wrong end of the stick there.

Looking at it from the other direction, it could mean that decisions should be based solely on roleplaying reasons. I think the statement was slightly confusing. This is infeasible because often the party and the campaign should affect the decision.

For example a character who refuses to use magic could go through a magic portal because otherwise the party would be split up and the game would get messy. Similarly a character who wants to use his fathers sword could use one abhorrent to him to make the party as a whole better.

Elennsar wrote:
Should it count within the campaign? Should other characters treat you differently for being honourable? If so then there should probably be guidelines for in what way to deal with this which can take up a lot of space and get twisted by the DM. It should also count if you do a bastardy thing if you are a bastardy character.
Yes. As for being twisted by the DM: Anything and everything can be twisted by a DM determined to twist it. Saying that being honorable grants +5 to AC is no more immune to twisting than honorable meaning people hold doors for you.
What I meant was that the views of the DM can more easily affect the society of the game. If the DM is more of a Utilitarian then they will view refusing to give up your father's sword to save the mayor as less honourable than a Kantian seeing it as keeping your word as to using your father's sword.

This is completely different from the DM being likely to twist the charging rules. If there are no guidelines then in a large proportion of the games a roleplaying decision will not count for anything.

In what sort of ways should your behaviour count in the setting? You've given two ends of the spectrum but what sort of social effects would be seen by someone who is known for never hitting a prone opponent and letting them stand again for example?
Elennsar wrote:
Should it count within the party? Should the party congratulate and adulate and fellate you because you roleplayed 'correctly'? If so how can you make sure that happens? And what if there is disagreement over what is the 'correct' way to roleplay a situation?
If you're playing a true knight who is honorable and dependable and will never fail to support a friend in need, that ought to count for something as being the kind of guy you want at your back.
This is more like having reliable tactics. If the other players can predict your actions then they are capable of planning ahead further and using possibly better tactics. However this is just as useful as knowing that the wizard loves to use Solid Fog.

There are already sidekicks in D&D. They're called cohorts. If you are a sidekick then you are at the best two levels worse than you should be.

Now groups of equals (which is what RPG groups should be) often have people who take up leadership roles. However this isn't the same as one of the party being a cohort. It would be like having Robin in the JLA.
Which should not be the same thing as "virtually useless".

Being someone's squire (assuming you still get to do interesting stuff) ought to be perfectly valid (it may not be what most/many players want to do, but most/many players don't want to play it doesn't mean it shouldn't be made possible) - after all, squires are supposed to be useful to their knights, and when we're talking about this kind of scenario, that's not just "someone who will groom my horse so I don't have to" kind of useful.
Yes, but it should be something you go into the game as. Not finding out partway into the campaign that one PC should hang onto the other's coattails and basically stop others from flanking him and finish off any the main guy didn't quite kill.

And are you really saying that it is okay for one player to be a PC and another player to be a cohort? Because then one player really is twice as good as another and it would be one kill to ten.

Elennsar wrote:
It's not so much about getting a bonus, so much as it is about avoiding a penalty. If I have to not have a ring of protection because I decided to give money to beggars, then I'm probably not going to give money to beggars, because I like my characters to be effective.
Then your characters being selfless is pretty meaningless. They're only generous with what they don't mind losing anyway.
The extension of this is that you aren't really generous unless you are willing to give someone money you need to pay the rent. Obviously this isn't the case and there isn't a strict line so where does it start getting fuzzy between
- only being willing to give what you can afford and
- giving away what you need to live
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Post by Elennsar »

No. When you said that making a decision for roleplaying reasons should matter only as much as those reasons and not one iota more, I took it to mean that... wait, I'm not sure what I took it as. Hmmm.... Oh yeah. That the effects should only affect things based on the roleplaying reasons. That roleplaying decisions shouldn't have mechanical or metagame effects. I think I got the wrong end of the stick there.

Looking at it from the other direction, it could mean that decisions should be based solely on roleplaying reasons. I think the statement was slightly confusing. This is infeasible because often the party and the campaign should affect the decision.

For example a character who refuses to use magic could go through a magic portal because otherwise the party would be split up and the game would get messy. Similarly a character who wants to use his fathers sword could use one abhorrent to him to make the party as a whole better.
It was confusing. I'm going to post an attempted clarification as a response.

Let's say you make a vow of poverty.

That should not be a some great advantage where abstaining from material posessions is actually beneficial to your temporal strength.

It should not be crippling - but if you vow to use no weapon but an ordinary staff, then you should not get the ability to make a staff a super special awesome weapon.

Now, the staff as is should be a pretty useful weapon - there's quite a bit of prescedent for this in the kind of source material we care about, even without Wheel of Endlessness (Robin Hood, for instance, is a pretty good case for quarterstaves as useful weapons)

So maybe there are mechanical effects, maybe there aren't. But they should not be made so that vows of sacrifice (poverty, chasity, obedience, conduct, etc.) actually make you stronger the more "severe" the vow is.
This is completely different from the DM being likely to twist the charging rules. If there are no guidelines then in a large proportion of the games a roleplaying decision will not count for anything.


Quite - which is why I'd say that if you have such things being something you'd reasonably expect a PC to make (in Arturius that will be the case, in D&D who knows, in L5R yes), you need to explain what that is supposed to mean -if the DM and players disagree they can work something else out, but (while not a Kantian) I would use the Kantian definition here.


What I meant was that the views of the DM can more easily affect the society of the game. If the DM is more of a Utilitarian then they will view refusing to give up your father's sword to save the mayor as less honourable than a Kantian seeing it as keeping your word as to using your father's sword.

This is completely different from the DM being likely to twist the charging rules. If there are no guidelines then in a large proportion of the games a roleplaying decision will not count for anything.

In what sort of ways should your behaviour count in the setting? You've given two ends of the spectrum but what sort of social effects would be seen by someone who is known for never hitting a prone opponent and letting them stand again for example?
Depends. But for instance, someone like that is generally going to be offered the same in return by opponents who have some sense of honor.

Someone like that is generally going to have a good reputation - in the sense that people will generally think more favorably of them and give them the benefit of the doubt.

It may impress some people, which may or may not inspire certain actions on their part - for instance, it might make someone think "oh, what a gallant knight." and do...whatever it is they want to do with gallant knights.

Up to and including activities that are usually not discussed in front of small children. : )

Sure produce an awful lot of little brats though...

That sort of thing.

"+2 to Diplomacy" - probably not. But being regarded as an honorable knight might get someone to offer you a roof over your head when you didn't expect one, to name something convenient and not just pleasing.
This is more like having reliable tactics. If the other players can predict your actions then they are capable of planning ahead further and using possibly better tactics. However this is just as useful as knowing that the wizard loves to use Solid Fog.
If you don't regard having someone you can trust pretty unquestioningly as a pretty damn awesome advantage in an ally...well, let's just say I consider it a bit more important than knowing the wizard loves to use Solid Fog.
And are you really saying that it is okay for one player to be a PC and another player to be a cohort? Because then one player really is twice as good as another and it would be one kill to ten.
Not with that design of how much of an advantage two levels is, no.
The extension of this is that you aren't really generous unless you are willing to give someone money you need to pay the rent. Obviously this isn't the case and there isn't a strict line so where does it start getting fuzzy between
- only being willing to give what you can afford and
- giving away what you need to live
Let's say you saved up to buy something you really wanted. It took you a lot of effort and some sacrifices/lean months/whatever. But now you have it.

You see someone in need.

You help them out, since they need the money.

Anything less than that may or may not be a nice thing to do, but its not doing very much.

Very rough, that - but its a reasonable approximation. If you can go home feeling that you're just as well off as if you hadn't done it, it probably wasn't very generous. It may be adaquete, but if that's the best you do, don't expect to be called the Generous as far as I'm concerned.

You don't need to give someone the clothes off your back, but if its just pocket change, I can't exactly say that you deserve anything more than a "That was nice of you."
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Post by Ganbare Gincun »

NineInchNall wrote:
Elennsar wrote:[However, if it is a choice between the sword being used to honor the memory of someone I care about and someone I don't care about - let's say its "Give us the sword or we hurt the mayor." - I don't care about the mayor that badly.
Wow. Elennsar is an evil son of a bitch, and I'm glad I don't know him personally.

Seriously. Fucked up, man. Truly fucked up.
Yeah. I had completely glossed over the "I'd be more then willing to let my fellow party members and the mayor die so I could keep my Daddy's shiny sword" angle back when I made my Nexus Crawler comment. That's a pretty screwed up attitude for a character (or a player) to have and is a great way to get the character killed and the player uninvited from any future game sessions.
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Post by Elennsar »

And if you read the explaination, the point is not that I don't care for fellow party members, the point is that the mayor may well deserve to have his kneecaps broken or the other character may well not be someone worth going to great lengths for.

If you're guilty of treason, and I think that being loyal is important, I have very little problem stating as a moral decision that I believe the right thing to do involves you being turned in the authorities.

Being a fellow adventurer is not enough of a reason for me to make an exception to that. Hell, being a friend might not be.

Doesn't mean I don't care what happens to friends or fellow adventurers, but I'm not making a sacrifice for someone simply out of some sense that sacrificing for others is good behavior regardless of the other or the sacrifice.
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Post by Maxus »

So you'd be willing to throw a damper on the game for everyone else (and especially the player whose character you're leaving for the wolves) in the name of your character concept?

Isn't that selfish? I thought that cooperative storytelling required some cooperation on all people present.
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Post by Elennsar »

So you'd be willing to throw a damper on the game for everyone else (and especially the player whose character you're leaving for the wolves) in the name of your character concept?

Isn't that selfish? I thought that cooperative storytelling required some cooperation on all people present.
If we're in a group fighting for a common cause, I'd be willing to go to a fair amount of effort (up to and including "all for one, and one for all") for you.

If you're just a tomb raiding mercenary, and we teamed up for no good reason, why should I go to any great lengths?

I am more concerned about my character concept than the welfare of someone like the sorcerer I experienced casting fireball in an area that wasn't 20x20.

I'm perfectly willing to cooperate with other players.

If we're playing the Four Amigos or something to that effect, threats to you have to go through me first.

I'd be willing to make some serious sacrifices for a fellow PC there.

I am not interested in making one for "a fellow PC" solely on the grounds of being a fellow PC.

Redundancy for emphasis.
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Post by Maj »

Elennsar wrote:Doesn't mean I don't care what happens to friends or fellow adventurers, but I'm not making a sacrifice for someone simply out of some sense that sacrificing for others is good behavior regardless of the other or the sacrifice.
So wait...

You seriously want a game where players will gladly line up to play martyrs, but you don't want to play a character who will give up a sword??!!
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Post by Elennsar »

I don't want to play a character who will give up something important to him without good reason.

Something being the Right Thing to Do is a very good reason.

Saving the life of the twit sorcerer is not a good reason, fellow PC or not.

In fact, giving up the sword to get him killed would probably count as a Good thing.

I don't want people eager to play martyrs, I want people who are willing to play characters willing to face actual danger because what they are facing for is slightly more important than their personal selfish interest in dying of old age.
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Post by Absentminded_Wizard »

Maj wrote:
Elennsar wrote:Doesn't mean I don't care what happens to friends or fellow adventurers, but I'm not making a sacrifice for someone simply out of some sense that sacrificing for others is good behavior regardless of the other or the sacrifice.
So wait...

You seriously want a game where players will gladly line up to play martyrs, but you don't want to play a character who will give up a sword??!!
But there's an obvious difference here. Elennsar wants to GM the heroic martyrs campaign, but he wants to play the guy who won't give up his (mechanically inferior) to save another person's life. The one consistent idea is that everybody else has to suffer for Elennsar's ideas of virtue, heroism, or whatever he's going on about this week.
I think one problem here is that Elennsar doesn't grasp something about RL people who make irrational decisions: they make those decisions because they *think* it gives them an advantage. The warrior who uses his father's sword thinks that his father's spirit will look after him from the grave for doing so, or that the gods will smile on him. In the real world, there's no rulebook to tell them this isn't so. In games, however, there's a set of rules (possibly supplemented by the GM) that tells you (or allows you to calculate) the costs and benefits of your decisions. That makes it a lot less likely that players will make such irrational choices for their characters.

RC's posts in this thread are right on the money. If you want to encourage characters to make these kinds of decisions, you have to make sure they're compensated for the sword's mechanical deficiencies somehow. It doesn't necessarily have to be a bonus to die rolls. It could be XP bonuses. It could be an extra slice of pizza during the dinner break. Or it could be the occasional adventure that highlights Sword Boy's backstory, thus ensuring that his "star power" is still equal to that of the other characters.
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Post by Elennsar »

But there's an obvious difference here. Elennsar wants to GM the heroic martyrs campaign, but he wants to play the guy who won't give up his (mechanically inferior) to save another person's life. The one consistent idea is that everybody else has to suffer for Elennsar's ideas of virtue, heroism, or whatever he's going on about this week.
No, I want to play the character who won't give up their sword to save someone else's life unless that person's life is meaningful. If the only person who cares about whether you're alive or not is you, and you offer nothing valuable in any regard, then why am I supposed to make any sacrifice? To show that I can?

As stated, the twit sorcerer I had the misfortune of playing with in tabletop I would give up the sword to get him killed.

So the "one consistent idea" is not the case.

Apparently, its a lot simpler if you just assume that I don't care about anyone else and just want them to sacrifice, sacrifice, and sacrifice some more.
think one problem here is that Elennsar doesn't grasp something about RL people who make irrational decisions: they make those decisions because they *think* it gives them an advantage. The warrior who uses his father's sword thinks that his father's spirit will look after him from the grave for doing so, or that the gods will smile on him. In the real world, there's no rulebook to tell them this isn't so. In games, however, there's a set of rules (possibly supplemented by the GM) that tells you (or allows you to calculate) the costs and benefits of your decisions. That makes it a lot less likely that players will make such irrational choices for their characters.
Yes, if those players don't care that the characters don't own the rulebook and don't know that.

So if you don't mind ignoring that fact of character knowledge (or if you prefer, ignorance), then please go ahead - metagamer.
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Post by Arcane-surge »

Taking that idea to its full extent though, Elennsar, your character can't pick feats. You don't know which feats are better and which ones are worse. In fact, you don't even get to pick what class levels you'll take, because your character has never heard of classes. At a certain point you have to own to the fact that despite the idea that your character exists totally immersed in some world, you are a person sitting at a table playing a game. Part of that game is making decisions exactly like "Do I keep using my father's sword, or do I use this new one which affords me a tangible advantage?"
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Post by Elennsar »

Taking that idea to its full extent though, Elennsar, your character can't pick feats. You don't know which feats are better and which ones are worse. In fact, you don't even get to pick what class levels you'll take, because your character has never heard of classes. At a certain point you have to own to the fact that despite the idea that your character exists totally immersed in some world, you are a person sitting at a table playing a game. Part of that game is making decisions exactly like "Do I keep using my father's sword, or do I use this new one which affords me a tangible advantage?"
At some point any statement can become exagerated to the point of absurdity.

When you're not doing that with mine, I'd like to know what your actual problem with it is.

Also: There are plenty of intangible advantages that won't show up in the mechanics - should we assume those don't exist?

I mean, buying an indulgence costs real money that is a real resource to get out of possible punishment for a possible afterlife.

Should a character know whether or not that is actually valid when we're playing a game in the 14th century? I mean - we the players can argue over whether it is or not (I don't think we need to or would wait to, but it can be done).
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Post by Arcane-surge »

I'm not exaggerating at all. If your character can't look in the rulebook to see which sword is better, why are they able to compare Weapon Focus to Power Attack? They can't look in the rulebook to see which is better.
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Post by Elennsar »

I don't mind if the character can tell that one sword is a better crafted sword. That doesn't take looking in the rulebook.

I mind the idea that the characters are assumed to know how their cosmos works - not what is believed to be the case, but mysteriously characters know that this "guardian angel" business is a bunch of hooey unless they have the "Guardian Angel" feat.

So a character can compare two things when they see them in action and judge what seems to be better with a certain level of accuracy (ranging from 0 on up...for the sake of this point, 100% accuracy is possible, the arguement over whether or not it is has no place here.).

That sort of thing is pure metagaming, which is contrary to roleplaying.

So can you tell if you don't have a guardian angel? Can you tell if you DO have a guardian angel?

You, the person answering.

This is rhetorical - though if you think you can, I'd like to know how for theological reasons, that has nothing to do with game design.
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Post by NineInchNall »

Arcane-surge wrote:In fact, you don't even get to pick what class levels you'll take, because your character has never heard of classes.
WotC was definitely trying to undermine this with its retarded lore checks regarding classes.

For example:
CompleteMage wrote:ABJURANT CHAMPION LORE
Characters who have ranks in Knowledge (arcana) or the
bardic knowledge ability can research abjurant champions to
learn more about them. When a character makes a successful
skill check or bardic knowledge check, read or paraphrase the
following, including the information from lower DCs.

DC 10: Mystic warriors? Soldiers who can swing a sword
and cast spells, I think.

DC 15: Oh, yeah, I've heard of the champions. They learn
how to use their magic to fight better on the battlefield. It's
not flashy, but it works.

DC 20: Abjurant champions can cast a wide variety of
spells, depending on what they've studied, but they're particularly
skilled at casting defensive spells. They can cast
them much faster than normal.

DC 30: Characters who achieve this level of success can
learn important details about specific abjurant champions in
your campaign, including notable members, the areas where
they operate, and the kinds of activities they undertake.

PCs who wish to meet with an abjurant champion need
only follow tales and stories of "spell-using warriors" back to
the organization that utilizes them. Although this might send
them in the wrong direction a few times, perhaps leading
them to a spellsword or eldritch knight, it should eventually
take them where they need to go.
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Post by Absentminded_Wizard »

Elennsar wrote:I don't mind if the character can tell that one sword is a better crafted sword. That doesn't take looking in the rulebook.
Then you've hit on a possible solution to your problem. Just don't use a system with any magic-item-identifying effects. If the character can't tell the strength of the item's magic, that information is never relayed to the player. Thus, the player never has to choose between the +1 and +3 swords.
I mind the idea that the characters are assumed to know how their cosmos works - not what is believed to be the case, but mysteriously characters know that this "guardian angel" business is a bunch of hooey unless they have the "Guardian Angel" feat.
In fantasy worlds where the gods regularly do talk to their followers, people tend to know such things. If you don't like these kinds of things, don't play in games/settings that mimic FR's universal knowledge of the cosmology.
So a character can compare two things when they see them in action and judge what seems to be better with a certain level of accuracy (ranging from 0 on up...for the sake of this point, 100% accuracy is possible, the arguement over whether or not it is has no place here.).
An inability to get to 100% accuracy by observation would actually help (see above)
That sort of thing is pure metagaming, which is contrary to roleplaying.

So can you tell if you don't have a guardian angel? Can you tell if you DO have a guardian angel?

You, the person answering.

This is rhetorical - though if you think you can, I'd like to know how for theological reasons, that has nothing to do with game design.
In RL, no. But again, the point is that in a game, you're dealing with the fact that the players know more than their characters. The question of how much the players' special knowledge should affect character decisions is a legitimate one. However, "not at all, ever" is not a satisfactory answer because nobody likes to be permanently tied down, never able to use what they know.

And, at least in a D&D context, the decision about which sword to use isn't metagaming if the PCs have had Identify cast on the item. At that point, the character knows the item's properties as well as the player does (albeit probably not in a numerical, stat-block form).
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Post by Absentminded_Wizard »

NineInchNall wrote:
Arcane-surge wrote:In fact, you don't even get to pick what class levels you'll take, because your character has never heard of classes.
WotC was definitely trying to undermine this with its retarded lore checks regarding classes.
If there's an organization behind the class (I'm assuming this is a PrC?), it makes more sense.
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Post by violence in the media »

Metagaming is NOT contrary to roleplaying as it generally provides the framework for filling in the blanks in the world and the knowledge of the characters. The wizard, for example, can deduce that there's something unusual about encountering a particular monster in a particular place. They can do that through the player knowing that the monster is out of it's usual place, or by the character making a knowledge check so the DM then tells the player what his character would have known in the first fucking place. If it really bothers you, you can let the player come up with whatever amusing justification they want. I had one player who got all his meta-information through an unusually chatty and well-educated whorehouse, for example.

It's best if you just don't worry about that divide at all, and just let people play the game as best they can.
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