A preface: This is in response to
a wonderful post by Matthew over at
Editions & Dragons, and all free-floating quotes are from him. This was suppose to be a comment over there, but was too long.
"I have a feeling that Charles is most comfortable when he can approach the game from the mechanical side first."
This is not entirely true. I view the game as having two main modes, combat and non-combat, which are basically two different games. It's not that I'm theoretically more comfortable with the combat mechanics, it's that, at the start of a game, I don't know the world, all I know is my character and the combat system. So it's that it's impossible to be comfortable with the social / world setting while I'm still wondering what it is. I think this is natural when exploring a new world, and not really problematic.
I see your point (I think) -- the lack of mechanics in Labyrinth Lord removes crutches that poor role players lean on. But there are other ways to engender role playing. If it hasn't been happening, think about the types of adventures we've been through; feel free to adjust down the amount of combat we experience per session, I think we could handle a combat-free session every now and again. Or, a setting where there could be more roleplaying between combats, instead of straight from one combat to the next. (And after tonight's session, I should add that it already looks like you're doing something like this.)
Skills-- I'll admit to being more ambivalent towards. In the end, I think it's nice to give people who aren't suave and charming in real life a chance to play a character who is; gaming is about *fantasies* after all. But you can still tell those players that they need to actually roleplay their character's actions. Even if what they say isn't as great as what the dice say it should be, it's practice, and with time they'll get better at smooth talking. Or funnier at failing.
"In my preferred world, sometimes you take an axe to the spleen, and baby, that sucks, but at least you know where you stand."
Well, no, we don't. We don't know Dakkan as well as a true native would, and didn't know that Trolls were in the area, or that they wander across the hill sides, or whatever it is Trolls do. As villagers, we should have heard all the common wisdom; like our parents telling us never to wander in the woods, or whatever. The local woodsmen and farmers would have some sort of system to do their trade without having to face deadly danger all the time (Like the tripwire-on-spikes idea, good suggestion, Chris!); we would know the local tradesmen and could talk to them and learn the local folk wisdom.
Here's my real problem with dying: It's
repetitive and
boring to keep making level one characters, over and over again. It is, literally, the exact same thing session after session, trying to get a character through the same dungeon, or hill side. I want to have
different adventures, see different parts of the dungeon, and meet new foes. I don't care to spend
months trying to get one character to the point where I can actually accomplish a single goal. It's just frustrating to try the same thing, week after week, and make zero progress. Or, in the case of losing two characters, a mule loaded with gold, and magic binoculars; reverse progress.
"(After all, 4E does make a heck of a tactical skirmish miniatures battlegame with roleplaying elements- although I feel more and more that that's the long and short of it.) "
Yes, that is *exactly* what 4E is. 99% of the rules in the books are about the combat sub-game, because that's the only part that needs so much description (to play the version of the game that WotC is selling, anyway. Whether you *like* that particular game or not, YMMV.) If you wanted to get rid of skills in Aquea, you absolutely could. Skill Challenges are a different "sub-game" from combat. You could decide "Magic items are rare," and not give them out (and either assign the powers players are suppose to get from magic items some other way, or just tell people "tough luck"). This ain't tournament play, go nuts.
"In my humble but of course 100% Accurate opinon, character death is what it's all about. Of course it sucks. Of course it's aggravating. That's kind of the point."
I have better things to do with my leisure time then spend it being aggravated, thanks.
"Not only is it a great tool for learning from your mistakes, but it lends itself very naturally to really prizing the times It Finally Went Right."
You know, back when I was in the service, they used to say, "Don't show a man how to do something, tell him what to do and let him surprise you with his ingenuity"Assuming that someone has the
perseverance to keep slamming their head against the same brick wall until they finally break it down. I'm sorry, but you know I'm not the kind of person who's willing to deal with BS from my hobbies-- I just find things to occupy my time that don't have a "hazing process" at the front.
"The PLAYER knows he or she has earned the treasures and powers commensurate with his or her level, because the risk was not only real, it was demonstrated time and again as prior characters and fellow adventurers died to seemingly trivial traps, sword slashes, and simple daily dumb bad luck."
You say "earned," I hear "Forced to jump through hoops, so you'll be grateful when we let you do something entertaining."
"...even character creation is an exercise in mechanical balance and synergy optimization- things that, to me, should be anathema to a fantasy campaign."
Why? combat optimization is setting-neutral. It's prudent; and if we're playing characters risking their lives, they *should* be prudent in how they do that. It's logical that people don't traipse off into the unknown and risk life and limb unless they feel that they're somewhat more likely to survive than the average guy.
I would also like to emphasize that my problem is not at all with the amount of rules-- I'm fine with the fewer combat options and abstract, figureless combat. The two combined make combat so much quicker than 4E combat that it doesn't really bother me to have fewer mechanical options. I guess that means I would find 3.x really boring for the martial classes? I only played 3.x a dozen times across five years, so I don't really know how I'd find it in regular play.
Here's the thing-- Out of five sessions of LL or S&W that I saw and/or heard about, exactly one didn't feature at least two player character deaths. Compare that to one death in 14 sessions of Dwimmermount so far. I really don't think we've been that stupid, but encounters are frequently deadly and attempts to flee usually futile.
When death is frequent and apparently random, that makes survival just randomness as well. And surviving at random isn't exactly an achievement; if I want to win or lose on dumb luck, I'll play candyland.