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Blogger Dan of Earth said...

Wow, excellent post. I have no comment really, I think I'll just digest it.

January 16, 2010 at 5:37 PM

Blogger Timeshadows said...

Rob,

Thank you for this excerpt.

May I ask you to comment on the weight of Caprice in those early days, as well as in your ongoing understanding of (Role/Play)?

Was there a lot of 'let the dice govern play' going on, or were dice used more as a gauge for informing the Referee of the conditions surrounding the attempted action on a sliding scale, rather than as an absolute, binary outcome juncture?

From what I have understood, not only from this post of yours (among other former TSR folks, as well as others of the 'BitD' crew), is that the action took place in a consensual space, a meeting of the minds, and that the value of a player's plan wasn't merely a template of success/failure, but in the actual stimulation of the Referee-Player(s) 'space', with the -role- of the dice merely being the 'weather report' at the time of the character's attempt.
--Am I just seeing what I want to see in these posts?

Thanks,

January 16, 2010 at 6:22 PM

Blogger Rob Kuntz said...

Hi Timeshadows,

>May I ask you to comment on the weight of Caprice in those early days, as well as in your ongoing understanding of (Role/Play)?

If you mean by caprice, our ability to make up things on the fly, that was going on all the time when there was not a rule already made to judge a given game event. Its weight was more at the beginning of course and less towards the end, which bears direct relation to the codification of the rules as these were extracted through play. As far as a percentage in weight I could not say beyond that.

The understanding of role/play are in my knowledge indistinguishable when performed in combination. One plays a role; in that make-bleieve role they play... Though I have noted this elsewhere in my blog posts, we were experiencing a new game form, the likes of which we had experienced in their disconnected parts during life: games, make-bleieve, fictional portrayals, etc. The play was intuitive and at once a learning curve; we relied on EGG's input at times when situations would need clarifying. This would at moments suspend the act so that EGG could decipher a process, which in turn lead in part to the use of on the fly decision making via the dice. This spurred the use of inputs on both sides. It also spurred the continued probing on the player's parts, as they realized that they were one edge of a sword cutting through the matter.

>Was there a lot of 'let the dice govern play' going on, or were dice used more as a gauge for informing the Referee of the conditions surrounding the attempted action on a sliding scale, rather than as an absolute, binary outcome juncture?

The dice were used to determine outcomes as described in the rules as written and as a method for determining those parts that were not formalized, such in the example I posed about climbing. They took upon a casual implementation in the game and no more.

>From what I have understood, not only from this post of yours (among other former TSR folks, as well as others of the 'BitD' crew), is that the action took place in a consensual space, a meeting of the minds, and that the value of a player's plan wasn't merely a template of success/failure, but in the actual stimulation of the Referee-Player(s) 'space', with the -role- of the dice merely being the 'weather report' at the time of the character's attempt.

We were playing a game, so all gamers concern themselves with success and failure. We were also play testing, as we had with dozens of other games, so we knew that the final result was dependent upon our naturalizing to the rules as these took shape. There was stimulating converse/actions being forwarded before, during and after such sessions. The realized play was, IMO, uncovered in afterthought at best as the game will be a game and keep one engaged during its length. As far as the dice, again, in this -role- was as a barometer at times, yes, if that if more succinct. It was a conclusive one too, with negative, positive or negligible results attached to the readings. I gave only one example where the DM and player interact, but many of the behind the DM screen rolls to ascertain that range were not known to players and for many good reasons within the scenario's context, etc.

January 16, 2010 at 7:19 PM

Blogger Timeshadows said...

Thanks.

I realised after writing the above questions, that I could have simply asked:

If the Player had needed an 8 and rolled instead a 7, was there any real difference between that 7 or a 4 or a 2, given the nature of the bell-curve, where 2's and 12's results had a much lower probability than the 4/10, or 6/8 distributions? Or was the entire continuum of less than 8 simply binary failure?

Thanks again.

January 16, 2010 at 8:32 PM

Blogger Rob Kuntz said...

Okay. I'm a little tired. Scaling. Yes, if it was a roll that was determining such, we would weight that on a sliding scale. That was was another way, just as we did it with D% later on. :)

January 16, 2010 at 8:47 PM

Blogger Timeshadows said...

Thanks. :)
--I appreciate your taking the time to address that. :)

sorry. :(
--Hope you feel rested up and spiffy soon. :D

January 16, 2010 at 8:50 PM

Blogger Ragnorakk said...

Pretty amazing post, sir - thanks for sharing your thoughts & experiences.

January 16, 2010 at 9:03 PM

Blogger Endymion said...

Great post, Rob.

I've often heard people claim that 3e was more structured and limiting, like a computer algorithm, but you're the first to back it up with actual analysis.

I'd just add that there must be a cultural component to this, as well. Any rule set can be broken or ignored, you just need a little confidence and imagination. I've spent some time playing Rolemaster (e.g.) and, while it has some attractions, it also is waaay too complex. I almost inevitably ignore most of the rules and make things up as I go. I wonder if the reason players today are perhaps reluctant to indulge in free play of the sort you recall is because the presence of technology itself has contributed to a regimented life that discourages initiative. Or is it something else (I mean, besides the fact that the rulebooks themselves lack the encouragement of DM autonomy that EGG was always so vocal about)?

Just my two bits.

January 18, 2010 at 11:22 AM

Blogger rafael beltrame said...

wow, that was pure history gold, rob! im glad you can take some time and share with us.

here 100 xp for you, for very well writen text :D

January 18, 2010 at 12:27 PM

Blogger Rob Kuntz said...

Thanks Rafael, Robilar can always use 100 xp. I shall apply it to my honorary PH balance... ;)

@ Mark: I hope to answer some of your questions and complement some surmises in my newest post, though I think that more questions may arise, all fine and dandy, of course. Thanks for the thoughtful commentary!.

January 18, 2010 at 7:44 PM

Blogger Michael S/Chgowiz said...

I have a completely different tack to take on a question because it just leaped out at me...

G: “That takes a minute--there you go. Well done. Give yourself 100 experience points for good planning.”

A quick search on Google found this further explanation on Dragonsfoot:

Yes, when anything that would be bonus or beyond monster kills/gp value was added, we explained the particulars in every case (making notations for the end of the session regarding such). We would also give bonus experience on the spot: GREAT IDEA! Give yourself 500 bonus exp, etc. So that added another dimension, as well, as can be noted.

How did this practice start? Was it a concept that was present from the first games or who tried it out first?

January 19, 2010 at 9:38 AM

Blogger Rob Kuntz said...

@Chgowiz: I gave this some time to regurgitate but ended as a blank as to who used it at first, but it was always there in my mind, so EGG may have indeed been the spark. I believe that Dave Arneson's group used similar methods of rewards for good play as well, though I cannot find that reference either.

This idea always spurred the players to creatively manipulate the game environment, of course, once again stirring out of the box thinking and play. And, as I have noted elsewhere, we were expressing each and every methodology as it formulated (like kids on the playground), later to be included or discarded in the final version, didn't matter. EGG and I were always being impressed by the level that players were taking the component parts of the game and re-imagining their use, so this was also an appreciative nod to those players who went the distance and reached outside what we in turn had imagined. Hope this helps. Re-reading my posts at DF and surrounding posts at that time also gave me another idea, so thanks for probing into the matter. :)

January 19, 2010 at 3:04 PM

Blogger Michael S/Chgowiz said...

Robert,

Thanks for thinking about it. I've found that I do this on small bursts, but I think making it explicit is an excellent idea. Thanks!

Now I'm curious as to your other thought...

January 19, 2010 at 3:12 PM

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