Makers of Award-winning Role Playing Games Forums Arcanis: The Shattered Empires Arcanis: Chronicler’s Quarter The difference between optimization and effectiveness

Viewing 15 posts - 1 through 15 (of 19 total)
  • Author
    Posts
  • #150178
    Anonymous
    Inactive

    In a discussion, I pointed out to someone they had put their character together a bit slapdash, with a focus on acquiring things because they sounded cool. They didn’t deny it, they didn’t even care, because “in Arcanis min maxing isn’t heavily rewarded”

    I figure I should put my response out there, allow other people to comment on it, see what kind of mature group response we can generate.

    So yeah, you can play your character as a loose set of rules, and let them be defined by the names of the backgrounds and paths they have taken. I personally don’t care for this style of play. I played a “faceless” character for a majority of the first arc of the campaign, she was largely unmemorable, the only thing about her that I remember is that she was kinda Hainese, and that she was a Sorcerer Priest.

    At some point I “developed” Delbert, he might be the easiest character for me to play, he is based on a caricature of my grandpa’s personality (who’s middle name is Delbert), the vocal affectation Delbert has is pretty similar to my grandpa’s only turned up to 11, and when faced with a moral choice that’s not clear cut, I ask my self what would grandpa say. ay some point this character became much more alive than most of my previous Arcanis characters. and consequentially I have much more fun because of that.

    But Delbert isn’t defined by the mechanics that comprise him, people would probably consider him optimized ( for combat maybe? ) I tend to think that there effective builds and ineffective builds and while some concepts are more difficult to create (or even impossible ) most concepts are easy to create if you pick a few things that work together to create something that synthesizes an effective build.

    please remember to play nice on this subject since we as a group are wont to get up in arms about topics like this, I do however encourage people to discuss how they feel about the matter

    #251410
    Anonymous
    Inactive

    It seems to me that you’re describing two different issues.

    The first issue is one of mechanics. Some players design characters that are ‘optimized’, and others design characters that are not. As an example, one of my wife’s characters has the Apothecary talent, despite the fact that she doesn’t use it and it doesn’t really have any in-game benefit for her at the moment. She has the talent because it fits her character’s background, and she likes it. I prefer to design characters that don’t have extraneous baggage. If a talent/skill point/etc isn’t going to directly advance my character in some tangible way, I generally avoid it.

    The second issue is one of personality. Some characters almost have a life of their own. Many people have characters that they keep coming back to, and re-making under different systems and rulesets. My Nol Dappan priest, for instance, started his life in Living City (3.0 D&D) as a priest of Kossuth (actually became certed as the High Priest of Kossuth in Ravensbluff, before the campaign ended). I’ve been playing him, or a variation on him, for a long time. He does not react to situations the way I would, or the way my other characters do. In a curious way, he has his own personality. With that said, I have other characters that I haven’t been playing for as long, who haven’t developed their own personality or style. Some people will even go so far as to write out long backgrounds for their character.

    In short, I think that you can have characters that either are or are not optimized from a mechanics standpoint, and they can either be well developed or not, from a roleplaying standpoint. I don’t think the two are necessarily related to each other.

    #251412
    Anonymous
    Inactive

    They may be two different issues, but they are fundamentally linked. Also we have to take into account the difference between min-maxed and jack-of-all-trades characters. The former are great at one thing only (see other discussion about Pocket Caster), the latter tend not to be good at anything but can do a little of everything alright. With that in mind, I absolutely know people who will take a min-maxed character or a jack-of-all-trades and make them interesting personalities, just as much as I know people who will take a well-rounded character and never develop them at all as people.

    The way I’ve always seen it, the mechanics provide you the framework of what is possible. You can contort them only so far because functionally the rules are what they are. However, the RP side is what ties everything together and makes the game fun. It’s what puts flesh on the bones that are the mechanics, what breathes life into them. Any mechanics build can be fun to play with the right personality, even a jack-of-all-trades.

    I’m not sure this really addresses the original point raised though: Things like “grabbing things because they sounded cool,” and “slapdash characters” make me wonder what people are really getting out of it. For me, the roleplay is what makes the game. Clearly for others it’s the loot. Which makes no sense to me, because the ‘loot’ is an intangible thing in a made up game. At best, it’s a piece of paper, in the same way that loot in an online game is just bits of data. Whether min maxing is rewarded or not, why do people play Arcanis? That, I think is the core question. Please correct me if I’m wrong about that.

    #251413
    frootsnax
    Participant

    This a great question, though I doubt that we will arrive at a consensus answer. Different players have different takes on the core element of the game.

    One of the GREAT things about the 3rd Editions DMG 2 was to talk about the different types of people who play RPGs and the different things they primarily want to “take away” from the gaming table. Beyond a simple divide between “Roll Players” and “Role Players” it went on to discuss differences between a “power gamer” (constant improvement of mechanical abilities to excel in combat), a “thinker” (wants to outsmart the opposition and score an easy win) and a “slayer” (wants to look badass while destroying the opposition). Or an “explorer” (want to peel the layers of the onion of the campaign world) and a “thespians” (wants to help guide a great story-line) and a “goof-ball” (who enjoys getting his or her character into narrative trouble … and out again). Of course by turns almost everyone dips into each of the player archtypes. Still one is probably dominant. Personally I run towards an explorer most often and I am grateful that there is such a rich sandbox to poke around in.

    A player who is an Explorer at heart probably finds it irritating when continuity discrepancies crop up…that undermines the process of exploration and discovery to have facts change. I know I personally grumbled to myself when Sarishian Steel was described as red in a couple of places in the crusade arc (last arc it was green). Guaranteed to have essentially no impact on campaign play. If the discrepancies are not not critical to the story-line a thespian type player might not care. By not care I also mean, may not even notice.

    So in a long winded & round about way, what I’m getting at is that different styles of play and players each have different ideas about what “Effectiveness” means. Or optimization. Though really in the end I think it boils down to how much you enjoy the time you spend at the table. Effective characters are fun to play. Effective tables have enough overlapping interests that everyone agrees … or everyone enjoys the working out of the disagreements and still has a good time.

    One last thing I’ll note is that not all styles and people mix perfectly. I personally do not especially enjoy gaming with people who are heavily into the “slayer” mind set (which I personally find 1 dimensional) or with some “goof-balls” whose antics reduce or eliminating the choices of other party members. Some people don’t especially like power-gamers. Or thespians. Or Thinkers. Maybe some people get bored when explorer types sift for tidbits of information that have nothing to do with the plot at hand…. So find people you like to play with, or embrace not knowing what you’re going to encounter when you sit down.

    Did I say that was the last thing? Sometimes I’m such a liar. \":P\" I think its implied that by optimization your are referring to the part of the game that involves rolling dice. In this game there are basically skills and talents (perhaps you can include attributes). There is obviously synergy between your mental concept and your ability to “bring it” with well constructed mechanics. Bringing it means having the right number of ranks to make a skill useful and perhaps the right talents to add extra options (bloodlines, spell casting) or more “boom” (Weapon Mastery, Smite Infidel). If you want to be “combat effective” at something you need 2-4 ranks at start and be able to raise it by an average of 3 skill ranks per tier and maybe some talent support. I would call that optimized. I call something “invested” if its being raised by 2 ranks per tier. Probably not optimized, but good enough to regularly beat a DC 15 skill check (eventually good enough to beat a DC 20 check). If you are only putting 1 rank per tier I call it “dabbling.” A DC: 15 skill check is something you still fail at with some frequency.

    How you choose what your character does, is entirely up to you! Putting a package that makes sense thematically as opposed to “this sounds cool” to me makes little difference if you enjoy playing that character. As Josh has noted in another threat its easy to be good at two things. Or okay at several. Its hard to suck at everything \":D\" And its impossible to do a lot of things at an optimized level.

    OKAY. Finally. A little secret. More often than not, I design my characters around a mini I have or have seen. That’s usually where my ideas come from.

    #251415
    Anonymous
    Inactive

    Wow I’m going to have to dig up my DMG2 and look another look at that information, but your surmise is correct some of those player types don’t mix very well.

    Furthermore, I would go out on a limb and postulate that the nature and execution of the shared world arcanis campaign plays up some of those roles (explorers and thinkers) and downplays other roles (goofballs). I’m not sure if that comes from a majority of the population or from the rules themselves leaning in one way.

    #251433
    Anonymous
    Inactive

    I would like to add to Eric’s commentary on the types of players. Not every player fits well into a single “Type”. I’d argue that none do. Rather they are blending’s of several different “types” which tend to surface at different times.

    Take myself for example. I’m sure that I could be classified into the Goof-Ball category at times, particularly when playing one of my Heretical PC’s. But I also consider myself to be an Explorer and Thinker. I do not fit well with thespians because I just can’t seem to play at their level of acting. Acting has never been a strong suit for me. But I enjoy watching them a lot. I simply can’t stand to play with slayers. I don’t mind GMing a table of slayers as much, but if all you are doing in combat is soaking up damage, and dishing it out. Well, I can get that kind of entertainment at a computer game.

    I agree with Eric that you either have to be adaptable when playing with a random group of players. Or select co-players based on the type of game that you wish to play with. Keep in mind you can dislike a person’s play style without disliking the person. But if you take the attitude that your going to push anybody out of the sandbox who’s sand castle looks different that yours, you will find that the sandbox gets pretty lonely pretty fast.

    One last thing I’d point out. Everyone at an RPG table may play by the same rules but unlike a board game they all play a different game. That is to say they play with different objectives, and have different reasons for those objectives. That diversity is part of the shared environment. Eliminate the diversity and all you have left is a miniatures game.

    #251435
    Anonymous
    Inactive

    Gamer psychology has been the subject of a number of professional explorations since the 1970’s. for a brief survey of the research check out this gamssutra article.

    http://www.gamasutra.com/view/feature/6 … les_a_.php

    #251454
    Anonymous
    Inactive

    I am opinionated.

    So from my point of view there are characters that are heretical in appropriate ways:

    -Human’s (and val/darkin/undir etc) that eschew the organized church to follow traditional but opposed views of the gods, or elemental paths, eg pengik/undir/naori that worship elementals. Hainese or Khitani that worship completely different aspects of existing gods.
    -As much as i don’t like them The Mourners in Silence, that aren’t being controlled by the Silence (giving that org the benefit of the doubt)
    -Elorii that eschew Belisarda in favor of the Elemental Lords
    -Ssressn that follow Nier (instead of the fire dragon)

    and their are examples of where I think its just wrong and/or done for the wrong reasons

    -Elorii that follow human gods… unless you have some great backstory, this is just wrong, did you read the part where elorri feel the touch of belisarda all the time?
    -People that play Mourners in Silence, Just to be part of the Silence, I don’t want to have my trust in a player to be betrayed, and it seems like these people just want to do that.
    -Cultists (like the cult of a thousand eyes)

    these ones that I don’t like, I feel the players are trying to set them selves up to be in contention with the party, I formed definite opinions about this in the last campaign when a mourner really screwed over a table I was at (and I probably wont play with that player again if I can help it), and much of my organized and general opinion has been influenced by this. I sit down to play to have fun and work to a common goal (even as a GM ). I hate the dynamic of US vs THEM that occurs when there are clear splits or fractions in loyalties. (as an aside, in the previous campaign our home tables were split loyalist / rebel but we still worked together because we were companions, and OOC we were friends)

    I think that your working at goals that oppose the rest of the party, you have essentially split the party, and your playing at something else.

    hrm this seems ranty I may edit this in the future

    #251455
    Anonymous
    Inactive

    Eric:

    Killers: interfere with the functioning of the game world or the play experience of other players

    I think that people that engender a negative play experience in other players should be encouraged to find a way “to play nice with others”, so everyone can have a good play experience.

    #251459
    Anonymous
    Inactive

    Though I know that optimized simply means “no waste” and effective means “perfectly functional”, I have always viewed ‘optimized characters’ with some trepidation. When I hear that word, it brings up memories of the D&D days where characters eschewed ‘unnecessary’ traits to become what I call ‘twinked’ characters. These twinked characters (which I generally oppose) then specialize so far in one extreme as to be the literal one-trick-pony. As I discovered at the one 3.5-era Origins I went to, this was the rule of thumb for players of that era and system, and to be honest it bugged me quite a bit. I like characters who are CHARACTERS, and not simply a collection of synergistic mechanics.

    However, I am very much in favour of characters who are effective in that they do certain things very well, but they can do more than a single thing to at least a passable extent. For example: My primary character is about as high on both melee combat and spells as I could get him (not quite, but close), but he also has some good social skills and can be the primary or back-up talker in almost any party. I could have sacrificed those social skills and even either spells or melee to boost the other skill, but then I wouldn’t be the character I wanted.

    #251468
    Anonymous
    Inactive

    Eric:

    Killers: interfere with the functioning of the game world or the play experience of other players

    I think that people that engender a negative play experience in other players should be encouraged to find a way “to play nice with others”, so everyone can have a good play experience.

    I do agree with you Josh. Players should always be encouraged to play nice with others. When you approach a player that is being disruptive it is important to understand what their goals are, what they want out of the game, and help them find a way to meet those goals in a less disruptive manner. Above all, take a positive approach.

    I had to help one player who genuinely could not afford a book running a gun based PC who didn’t understand how the initiative clock worked. He kept trying to play as if he was playing a 3.5 character in a DnD style combat round. What I did was I found out what was important to him mechanically, and what was frustrating -HIM- about how he was playing. Turned out he was frustrated with the rifles reload time, but having a rife was very important to him. So? I showed him how to play a caster and use spells especially spells with push effects and call to arms to let him act more frequently. He was delighted with the change, and so was the rest of the group.

    It is counter productive to simply demand a change, without specifying what changed is needed; why it is needed; and how that change will solve a problem the disruptive player is having. Pay attention to the last part. People tend not to change to meet the expectations of others. Rather they change to solve what they themselves perceive to be a problem.

    As for the quote about Killer’s being disruptive to the game world.. You may wish to reread the whole article as it relates to all gaming with a heavy focus on computer gaming. A killer is attracted to games such as Call of Duty, and PvP game play. They repeatedly seek to force their will upon others and demand status for doing so. I would agree with you that such a mentality would not fit well in Arcanis. But I also would argue that a true killer personality wouldn’t be attracted to a table top RPG anyhow and would leave without prompting.

    #251490
    frootsnax
    Participant

    Hunh. This is turning out to be a great thread! Thanks everyone for the food for thought.

    I want to turn to the subset of issues concerning the intersection of party effectiveness and “working together”.

    Like just about everyone here I’ve had an experience or two with disruptive players both as a player and as a game master. I’d like to divide them into two categories. The first I’m going to call the outliers. They are the rare experiences where there is a player who just isn’t interested in playing nice with the group for whatever reason. I don’t have a lot to say to this category save that its thankfully rare and seems to be relegated to larger cons where you won’t see the other players again (ie no real consequences for the next time you sit down at a table and game). The other set of disruptive games I’ve played in have been where the PLAYERS (not characters) have stopped trying to work together.

    This is an issue that sometimes came up in the old campaign where we had different secret societies and PCs who fought on the opposite sides of a civil war. I another this caused Henry and module writers some headaches in the last campaign calling sometimes calling on PCs to sometimes go on adventures that did not further their interests simply to see what was going on and return a report. Potentially worse were the modules that had no guidelines at all. To Shake the Pillars of Heaven was an amazing module, but when I ran it locally we had a die hard supporter of Calcestus who was against the idea of Elandre sneaking off with the scrolls. His character rebelled in the last fight and tried to stop Elandre and the other players (and created a temporary local rift in the players). I felt like I was running the last scene in the Sound of Music where the former boyfriend rats out the von Trapp family at the abbey.

    Now I LOVE the added level of intrigue and am looking forward to the arrival\return of secret orders and side missions and perhaps to a disagreement in the player base of what is the right thing to do (it was pretty hard to argue against killing internals). But I also worry a little too. I don’t want sit at hamstrung tables either because the players can’t agree on what to do but also because no one trusts “the mourner PC”. In my experience it usually isn’t that way because even when PCs are in conflict the players are still looking for the workable compromise and module writers have “left an out.” A great example of this by module writers came during the old module temptations of the Flesh. Two different secret societies were sent after the same piece of jewelry. But one wanted the inscription and the other wanted the pendant. Players who were paying attention when reading their secret orders had plenty of space to work things out. I think its important for module authors to continue to think in advance about possible divides in the interests in the player base and also how they might be bridged. I also don’t think that every mod has to be playable by every PC. A loyalist only or rebel only mod (or even better a match pair to balance both sides) IMO would have been great in the last arc.

    Its true that some players don’t like any conflict among the party, but some of my best play experiences have come at tables where characters are sometimes at odds. Last summer my best experience at Origins came at a Call of Cthullu table called Joy Ride. our characters were divided by “Federal” law enforcement , local law enforcement, and some local scum bags. We all turf to defend and differences of opinions but we all hunted down a cosmic horror. Working through our differences was a big part of the fun. Because the cosmic horror was able to possess people (which we didn’t know sitting down) we had some trouble in the begining with players who seemed to be acting like jerks. But it made it sweeter when the penny dropped for me and I finally figured out what was going on. We made a great table because we kept looking for ways to work together even while characters were sometimes at impasses. We also had a great judge who helped nudge us at times.

    In short everyone there was effective at managing cooperation and conflict at the table.

    #251562
    Anonymous
    Inactive

    I recall the time I played “In Darkness, Light”. To avoid spoilers I was playing a PC with a less than popular Secret Society that a Key NPC was considering supporting. Every other PC at the table supported the establishment position. Eventually, the strength of my position was coming through and it was apparent that I was going to “win” the argument. Suddenly, the Caidian decides to slip her dagger into my PC’s rib cage with murderous precision. I’m down for the count, and out of the discussion. Naturally the Cadian wins the discussion. \":-)\"

    I get the impression that this kind of conflict at the table would not be welcomed at a randomly selected table of players. True. If the ONLY information I had about the game I’d be here to rant. But this occurred at a game table of personal, well respected friends, some of whom I’ve played with for years. Plus the dagger was slipped in with a friendly laugh and chuckle. It is my fondest memory of Arcanicon, and one of my fondest gaming experiences ever. If I didn’t know the other players; if I didn’t have an established relationship with the other players; and if it the blade was drawn out of player anger, as apposed to PC anger, then I would have had a different reaction.

    There is however another kind of conflict at the table that concerns me. Specifically it relates to “Social Flaws”. Be it a named flaw such as Blood Thirsty, Code of Honor, Heretic, or even an unspoken flaw such as Mourner’s Membership, or Elemental Worship in a Mother Church Centered game.

    I have run into players to make these PC choices without fully thinking through and accepting the ramifications. If you take code of honor, it is the nature of the game that a party may force you to break your code and kill a prisoner. If you take Blood Thirsty you may end up killing a captive you need to keep. If as a player you are unwilling to accept the in game consequences for these choices, then conflict can turn personal. When it turns personal it quickly turns ugly.

    Why not include in the new Campaign Guide a section on social flaws? Let players with a social flaw spend a fate point to auto succeed on a Mettle Stand Firm check to hold their tongue in the case of Code of Honor, or stave their hand in the case of Blood Thirsty? Or other social flaws when at the GM’s when the conflict raised by these flaws is disruptive? So also the player with Code of Honor, or Blood Thirsty could add the Addiction Flaw or the Haunted by Nightmares flaw instead of the fate point if the player wants an RP hook instead. Heretic’s should be able to spend favors to avoid major consequences, relegating the situation to a “Notice of….X” disfavor. There may be other flaws that are appropriate to take depending on the situation. Perhaps spending a fate point is too light a solution and a permanent loss of fate is better. But my point is to give players and GM’s a known mechanical way to diffuse the situation should it arise. That way the conflict is limited to the PC level, and not the personal level.

    #251653
    Anonymous
    Inactive

    I like to think that pretty much everyone builds their character to be effective at *something*, even if it’s being a great generalist (or person who can fill in whatever role is needed). the nice thing about this system, however, is that you can get a character who isn’t tied down to being just the “face” or “tank” of the group. in (for example) the 3.5 version of the campaign, people could get very possessive of various roles in a party, specifically (in my experience) the social or “face” role.
    while I could probably site several examples of this, suffice it to say that I think that with the system we have now, people are much more likely to build the kind of character they want to play, as opposed to the dreaded “cookie cutter” build; and this is, I feel, one of the real selling points of the system.

    #251658
    Anonymous
    Inactive

    Vrog:

    I can recall some build that in action were not very good at what they did, particularly the dark-kin charging specialist (from a player that no longer plays AFAIK) so its possible to focus on (and be good at) something thats not beneficial(?) for a a player playing on a team that has a character that wants to survive to focus on.

Viewing 15 posts - 1 through 15 (of 19 total)
  • The forum ‘Arcanis: Chronicler’s Quarter’ is closed to new topics and replies.