Anatomy of Failed Design: Skill Challenges

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Kaelik
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Post by Kaelik »

Previn wrote:Forgive me, but I think you're describing a personality defect in an individual rather than the mindset of every role player. There's nothing about min/maxers that precludes them from the same 'shouldn't be allowed to be better than me' mind set.
You missed my point. The thing that precludes min/maxers from shouldn't allowed to be better than me mind set is that by definition everyone in that set is not a min maxxer.

Every single person tries to create good characters, there are 3 subdivisions of people who want to make good characters:

1) People who are good at. These people are called min maxxers by roleplayers who are mad at them.

2) People who are not good, but try to be better and don't get mad at people better than them. These people don't have a name, because they are generally likable people who have not committed the great sin of being better than someone who is angry at them for it.

3) People who are not good, and get mad at people who are good and call them Minmaxxers. These are the 'roleplayers.'

You seem to be laboring under some false impression that there are people in the world who don't build the best character they can. These people are fictional.
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Post by hogarth »

Kaelik wrote: You seem to be laboring under some false impression that there are people in the world who don't build the best character they can. These people are fictional.
I'm not so sure; I've played with several folks who have given their TWF ranger a Con score of 11, for instance. I believe they think it earns them martyr points somehow so they can look down on "munchkins" and "ROLLplayers".
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Previn
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Post by Previn »

Kaelik wrote:
Previn wrote:Forgive me, but I think you're describing a personality defect in an individual rather than the mindset of every role player. There's nothing about min/maxers that precludes them from the same 'shouldn't be allowed to be better than me' mind set.
You missed my point. The thing that precludes min/maxers from shouldn't allowed to be better than me mind set is that by definition everyone in that set is not a min maxxer.

Every single person tries to create good characters, there are 3 subdivisions of people who want to make good characters:

1) People who are good at. These people are called min maxxers by roleplayers who are mad at them.

2) People who are not good, but try to be better and don't get mad at people better than them. These people don't have a name, because they are generally likable people who have not committed the great sin of being better than someone who is angry at them for it.

3) People who are not good, and get mad at people who are good and call them Minmaxxers. These are the 'roleplayers.'

You seem to be laboring under some false impression that there are people in the world who don't build the best character they can. These people are fictional.
Can I not take your 3 examples, and replace role-player with whatever I want and have it be saying the same thing?

'I'm a 'min/maxer,' but person A is better at it than me, ruining my fun.'
'I'm a 'experienced player' but person A is better at it than me, ruining my fun.'
'I'm a 'canadian' but person A is better at it than me, ruining my fun.'

Unless you are using role-player for lack of a actual term, I still fail to see a correlation between role playing and disliking those who do better than you.
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Post by violence in the media »

Previn wrote: Can I not take your 3 examples, and replace role-player with whatever I want and have it be saying the same thing?

'I'm a 'min/maxer,' but person A is better at it than me, ruining my fun.'
'I'm a 'experienced player' but person A is better at it than me, ruining my fun.'
'I'm a 'canadian' but person A is better at it than me, ruining my fun.'

Unless you are using role-player for lack of a actual term, I still fail to see a correlation between role playing and disliking those who do better than you.
Because, in gaming, the "Roleplayers" are where the people with that character flaw tend to self-identify.
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Kaelik
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Post by Kaelik »

Previn wrote:Can I not take your 3 examples, and replace role-player with whatever I want and have it be saying the same thing?

'I'm a 'min/maxer,' but person A is better at it than me, ruining my fun.'
'I'm a 'experienced player' but person A is better at it than me, ruining my fun.'
'I'm a 'canadian' but person A is better at it than me, ruining my fun.'

Unless you are using role-player for lack of a actual term, I still fail to see a correlation between role playing and disliking those who do better than you.
If you are a min maxxer, then you say, "Person A is better than me, I wish I were as good as them."
If you are a 'Roleplayer' you say, "Person A is better than me, It's wrong of them to have a character that is better than mine, I hate them, oh, But I totally don't care about it because I'm a Roleplayer."

Everyone minmaxs, everyone roleplays. 'Roleplayers' who actually call themselves that are people who are upset about being worse at minmaxxing, and who pretend that min maxxing doesn't matter to the game while simultaneously complaining about how other peoples min maxxing ruins the game.

They are transparent and stupid. If anyone ever claims they are a roleplayer, except as a generic statement about the fact they are playing in a roleplaying game, they are trying to pretend to not care about something that they are bad at, but clearly and obviously care about.
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Post by MartinHarper »

In a skill-based RPG where a character attempts to achieve a task, such as making a speech or killing a goblin, and may or may not succeed, you can either:

1. Test the player's skill at the task. Eg, player makes a speech. If it is good in the eyes of the DM, the character makes a good speech. Eg, the player attacks the DM with a foam dagger. If the DM is hit, the character kills the goblin.
2. Test the player's skill at some other task. Eg, player constructs a jenga tower. If it is high, the character succeeds. Eg, player plays a miniatures combat game with the DM. If he wins, the character kills the goblin

The first option is more immersive, but isn't always practical. The second option allows people to play characters with skills they don't have, but may forbid them from playing characters with skills they do have. I don't see that one is intrinsically better or worse than the other.
Kaelik wrote:You seem to be laboring under some false impression that there are people in the world who don't build the best character they can. These people are fictional.
Some people say that they try to build characters that are well matched to the power level of the rest of the party, and avoid stepping on other people's toes. Other people seem to take pride in creating the best build they can based on an inferior chassis, such as monk or bard, or an inferior concept, such as a blind swordsman. Do these people exist?
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Post by Roy »

The term there is optimizers. Making a given concept as good as possible, even if the concept itself is not the best possible. If the goal is 'stay in line with the rest of the party' and they pick the right options to do that they're optimizing. A well built God Wizard is optimizing if that was your goal. A Monk that can kinda sorta fight with his fists is optimizing if that was your goal.

Compare to power gamers, who want the best in the absolute sense. So they'll play the God Wizard, even if the rest of the party is stuff like Warblades, or even if it's stuff like Monks (that aren't optimized).
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by Previn »

Roy wrote:The term there is optimizers. Making a given concept as good as possible, even if the concept itself is not the best possible. If the goal is 'stay in line with the rest of the party' and they pick the right options to do that they're optimizing. A well built God Wizard is optimizing if that was your goal. A Monk that can kinda sorta fight with his fists is optimizing if that was your goal.
Which raises the question, what do you call an optimizer who complains because others are better and hides behind being an 'optimizer' as the excuse? I.e. Druid-boy over there does too much damage compared to my monk who was made to do the unarmed stick!
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Post by Roy »

Previn wrote:
Roy wrote:The term there is optimizers. Making a given concept as good as possible, even if the concept itself is not the best possible. If the goal is 'stay in line with the rest of the party' and they pick the right options to do that they're optimizing. A well built God Wizard is optimizing if that was your goal. A Monk that can kinda sorta fight with his fists is optimizing if that was your goal.
Which raises the question, what do you call an optimizer who complains because others are better and hides behind being an 'optimizer' as the excuse? I.e. Druid-boy over there does too much damage compared to my monk who was made to do the unarmed stick!
That's not an optimizer. An optimizer wouldn't aim at making the best of a bad situation if they weren't prepared for the inevitability that they will still only be decent. Which most likely means not doing the Monk idea at all in a party with a Druid, but if they do they wouldn't whine about it.

That is a basket weaver having a love/hate relationship with being effective, similar to the drivel in Twilight or that author who waffles over bisexual females in book because she herself is bicurious.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Kaelik
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Post by Kaelik »

Previn wrote:Which raises the question, what do you call an optimizer who complains because others are better and hides behind being an 'optimizer' as the excuse? I.e. Druid-boy over there does too much damage compared to my monk who was made to do the unarmed stick!
People who say, "I'm so good at making powerful characters that my character is weaker than yours. You are in the wrong to be more powerful." are retards. You call them retards. But luckily, no one actually says that.

People do one the other hand say, "I'm so good at roleplaying that my character is weaker than yours. You are wrong to be more powerful."
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Post by Lago PARANOIA »


That is a basket weaver having a love/hate relationship with being effective, similar to the drivel in Twilight or that author who waffles over bisexual females in book because she herself is bicurious.
Emily Bronte?

ZING!!!
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Lago PARANOIA »

But enough fun.

Josh and Frank had the idea that skill challenges should be changed by having group success but individual failure (knocking them out of the challenge), so that someone who botched their skill check or doesn't have a lot of skills applicable to the challenge won't hurt their buddies as much.

So then I thought, 'why not houserule this for 4E?'

A couple of problems, though. The average size of the party in 4E is five people. Which means that a skill challenge needs to have five failures minimum. Which means that a low-complexity skill challenge would need to have 8 to 10 successes to pass. But then if someone failed that would put more onus on the people who survived; so if the first two people failed the skill check you'd still have the remaining three guys having to roll for 10 successes.

Damn. This system is complete balls. We need to scrap it and rebuild it from the ground up.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Roy »

Lago PARANOIA wrote:Damn. This system is complete balls. We need to scrap it and rebuild it from the ground up.
Here is a better starting point.

Image

Substitute in with the cover art of any system that is not D&D 4.Fail if you want.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by MartinHarper »

Lago PARANOIA wrote:Damn. This system is complete balls. We need to scrap it and rebuild it from the ground up.
I'm not sure it's possible to create a single skill challenge system for 4e that has wide appeal. Here are the design objectives.

1. 4e is mostly combat, and its combat is rules-heavy. 3.5 was also a rules-heavy game. To feel "like d&d", people will expect skill challenges to be similarly rules-heavy.
2. 4e is mostly combat, and nobody is going to make a 4e book called "Diplomatic Power" or "Acrobat's Vault". There won't be detailed rules about skills.

If you try to make a rules-heavy skill challenge system without any rules about skills, you end up with 4e skill challenges.

So, you need to look at the group you have. If they mostly care about combat, you can skip over non-combat stuff with a couple of skill checks and some handwaving. If they care about non-combat and are happy to have a rules-light approach, you can play Magic Tea Party. If they care about non-combat and want a rules-heavy game, then you need to spend the next year putting some meat onto the bones of 4e's skill system.
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Post by PhoneLobster »

Boolean wrote:Question Four of you survey seems blatantly unfair: you could very plausibly make a low combet/ high "roleplay" game where the ENTIRE GAME was made up of increasingly creative ways to avoid having a combat. I don't think that having possible combats in mind while playing is really evidence one way or another.
Originally I wanted to include avoiding combat as a combat related activity in the question.

But I decided to throw a bone to the "I wanna be a basket weaver, no really!" folks and if you look closely at best you are avoiding aspects of combat encounters.
That said, I agree with the rest of your post.
Especially question 11.
Falgund wrote:It seems you just described Amber Diceless RPG
The majority of those rules you mention are combat related between 75-100%! And it does little to preclude a large volume of the questions from falling into dreaded combat-monkey-not-a-real-role-player-like-me territory.
Previn wrote:No answers to survey at all
... So...

Shall I just mark you down as just yet another Hoax of "I'm a no combat no rules type basket weaver"?

Another one who talks big but refuses to actually deliver in any way?

Because I mean, hey, it's a data point to support my theory but it's not nearly as useful as a filled survey...
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Post by shadzar »

Kaelik wrote:Shadzar, you have two characters, Bardy McBard the Charismatic, and Ugly McQuiet the Hated.

A good system should involve Bardy McBard being better at convincing people of things than Ugly McQuiet regardless of which player is controlling them.

There are people who are good at being convincing. There are people who are bad at it. The Players natural ability to convince people of things should not determine their characters ability, just like my personal ability to punch people in the face has no influence on my characters ability to punch faces.

It is possible to have a different design goal. However, every single game that has a codified skill system is declaring, "We want McBard played by a 12 year old brat to be more likely to convince the King than McQuiet played by a Trial Lawyer."

There is a word for not having a social system and putting it up to player ability. That is called Magic Tea Party. And it has absolutely no business being within 100 miles of a game in which people have a Cha score.


Secondly, skill challenges don't just represent Diplomacy. They also represent (supposedly) dealing with the environment, surviving a flash flood, climbing a giant rock face with traps going off in your face, ect.

I will personally let your character win D&D forever if you are actually so crazy that you think character success at climbing shit should be based on how good the player is at climbing shit.
You solved the problem in your own post. If you have an ability score called CHA short ofr charisma, then you don't need some complex system to determine things.

The DM just needs to take into account the CHA of the character compared to the person they are trying to talk to.

Higher CHA means more likely to convince someone. I have never had a problem taking the player into consideration as a DM as to what they are doing. One of the reasons is that not every player plays alone. They play as a group. The odds of only a single player being around any NPC to deal with the matter are moot. The reason being another can come along and ask something and get more.

CHA and these skills are also not auto-wins. Many people are "popular" or have higher charisma than others in the real world, but often find themselves at odds with some people that just don't like them. No matter what the charisma is, it isn't a magic "everyone loves me" stat score.

Again this is where the DM comes into play to do his job, and doesn't need this skill challenge system. The DM would take the playerinto consideration and how well he is trying with his own skills to do the job, and let it pas or fail based on the player. A more well spoken player may not find the same being so easy for him because it is measured against the player.

McBard puts 100% into it with the high stat score and succeeds, but McQuiet only puts 10% into it (same real time and amount of work as McBard player) but due to low stat socre and not putting that much effort into it doesn't succeed.

It is just something DMs learn over time to be able to work with any player they have that may have some difficulty in roleplaying. Again some static system that tries to fix it all for everyone won't work, because everyone is different. The DM should work with his group to make things work for them. Otherwise if you just need a system or quick fix, flip the coin to make it a 50/50 chance.
PhoneLobster wrote:Hi Shadzar! I'll address your point for a second, but then I'd like you to do a tangential favor for me.
shadzar wrote:There isn't going to be a system where you can ever min-max a non-combat situation such as skill challenges unless you devote your time to that system, nd just everyone go by the dice.
So there isn't any min maxing of a non combat mechanics... unless they exist and someone min maxes them?

And look, I'm all in favor of arbitrary role played crap as a means of dealing with many of these parts of game play. But you think that can't be exploited?

Amateur dramatics skills aside. You are talking about what essentially is a game of "May I please Sir?" with the GM. And you can totally game that system, the GM is full of exploitable loopholes to negotiate your way through. It's just a mildly different skills set to remembering to pick all your options so they stack up in a large pile.

Now onto my favor...

Phone Lobster's Basket Weaver Survey!
OK so you've expressed an opinion that there are players (presumably like yourself) who aren't "Min Maxer's", "Munchkins", or Combat obsessed psycho clowns or whatever.

However I have a theory that these players, these "Real Role Players" if you will do not really exist.

So could you answer these survey questions for me.

1) Do you choose to use an RPG rules system where ~90% of the rules focus on combat?

2) Are ~90% of the rules you actually use in game play combat related rules?

3) How much time would you say you spend resolving combat in your various sessions? 10% or less? 80% or more? Something else?

4) Of the time you don't spend resolving combats how much of it is spent maneuvering to effect combats, such as sneaking, socializing or using other negotiations with the GM to try to effect, apply or avoid combat circumstances, allies, abilities, ambushes, environments, etc... ?

5) Of the events you would deem "Most Important" to the outcome of the "story" of an adventure or campaign (such as defeating the villain who was trying to destroy the world or whatever), how many of those events were combat events? What proportion of such events were instead resolved using Profession(Basket Weaving), or something like it?

5a) If such formalized skills as Profession(Basket Weaving) displease you, how many such events were instead resolved by just negotiating with the GM until he agreed that things just turned out a certain way "Because of Role Play"?

5b) If 5a applies, were the players in your group OK with that happening? Or were some displeased for some reason?

6) Are your characters specialists at Combat? That is, are their classes and professions actually primarily Combat related in nature?

7) Have you ever selected a selectable character ability simply because it made your character better at Combat?

8 ) Do you enjoy resolving combat in RPGs?

9) Do you enjoy resolving Basket Weaving in RPGs?

10) Do you ever try to "Role Play" a situation using no formal rules but disagree with your GMs determination of the results?

11) Are you in fact Big Foot, the Lockness Monster, or a Bunyip?

So anyway I could, and should make a longer quiz, but if you could get me some answers on that some time soon I might start keeping some sort of record of this.

It's all for science. Though I'm afraid if your answers DO indicate you are an actual real life Basket Weaver I will have to send native trackers into the Jungle to shoot you with tranquilizers so we can bring you in to prove your actual existence and start a captive breeding program to save the species.

Just like I would if you answer yes to question 11.
Only a bad DM is full of these so called exploitable loopholes. The DM isn't there to be beaten, and any player trying to game the system or the DM, isn't playing the game correctly, because rather than working with the other player to ensure a fun game for all, they are just using all the other players at the table for their own amusement, and I would shouw them the door right quickly once that was recognized by myself, or another player brought it up, if they didn't change their ways and start working WITH the other players rather than against them. D&D is a coopertive game, not a competitive one.

To your questions: (You may want to sit down for this one, because I am likely a beast you have never encountered before. :wink: )

1- I don't base my choice for an RPG on combat rules or other rules, other than to what extent they portray the game as to something I would be interested in playing.

2- This I cannot answer, because again I don't look at the rules trying to divide them out. Odds are if the most often things having to be ruled on are combat, then I am playing a miniature game rather than an RPG. RPG is not all about combat, not do I even allow it on either side of the screen to be over 40% combat oriented.

3- Don't measure it. When I DM it takes as long as the players require to think of what strange things they want to do, and when I play it takes as long for us to decide what strange things we want to hit the DM with.

4- :confused: Your little survey seems like you must always be running late for something after the game where you have to always keep track of the time and watch a clock while playing. I don't play that way, and again could not tell how much time is spent in either part of the game, because I devote all the time to playing it rather than clock watching. Combat only comes into mind for me while playing when Initiative is rolled, and stops after it is resolved. Everything else done is devoted to other things and combat is only a footnote in the games when thinking about it comes into play. There is much much more to the game than combat.

5- That is easy. Zero were combat events, because the thing most important to the story is the decision of where or not to take the hook to begin with. If you don't take the hook then nothing else can happen, and which hook you do take never says up front whether you are running a gauntlet of creatures, or having a long dinner with some aristocrat to discus some treaty.

5a- This seems to be something about 3.5 and this "profession (basket weaving)" you are mentioning. I cannot really related to what you are even asking since I don't play 2.5 and up editions of (A)D&D.

5b- Since I don't know what your 5a means, then I cannot answer this as it relates directly to the previous answer that I could not give.

6- Nope.

7- Nope. I don't build minis stat cards. I stopped making minis games a few decades ago. I choose what suits the personality of the character I am trying to create.

8- I enjoy when it is over, so we can get back to the game....

9- Let us change you strange Basket Weaving to Fletching, and I can answer yes I do enjoy it. Sadly there is too much other stuff to do and people to meet in the game to ever have enough time to sit and do it for anything more than the small number of arrows needed by my compatriots, or enough to sell for a few drinks in the next town.

10- DM/GM is God of the table. At no time should there be rules discussion during game sessions, and any questions about a ruling should be had between sessions, and still the DM is always right.

Rule 1: The DM is always right.
Rule 2: When the DM is wrong, refer to Rule 1.

You chose the DM, so you chose to accept what they say.

11- "I am a Meat Popsicle" — Corbin Dallas

A guesstimate, since you like percentages, would say 80% of my games time is spent outside of combat. If we wanted to play a combat type games would would break out the Mage Knight, Warhammer, or various other wargames we possess and play them for much much better combat rules within a game that has the focus on combat where it is properly handled.
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Post by Crissa »

No, shad, those are examples of why the skill challenge blows.

-Crissa
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Post by PhoneLobster »

Shad, I'm afraid I'm going to have to call you out as being evasive and deceptive in your answers.

1- I don't base my choice for an RPG on combat rules or other rules, other than to what extent they portray the game as to something I would be interested in playing.

2- This I cannot answer, because again I don't look at the rules trying to divide them out. Odds are if the most often things having to be ruled on are combat, then I am playing a miniature game rather than an RPG. RPG is not all about combat, not do I even allow it on either side of the screen to be over 40% combat oriented.

3- Don't measure it. When I DM it takes as long as the players require to think of what strange things they want to do, and when I play it takes as long for us to decide what strange things we want to hit the DM with.

4- confused Your little survey seems like you must always be running late for something after the game where you have to always keep track of the time and watch a clock while playing. I don't play that way, and again could not tell how much time is spent in either part of the game, because I devote all the time to playing it rather than clock watching. Combat only comes into mind for me while playing when Initiative is rolled, and stops after it is resolved. Everything else done is devoted to other things and combat is only a footnote in the games when thinking about it comes into play. There is much much more to the game than combat.

5a- This seems to be something about 3.5 and this "profession (basket weaving)" you are mentioning. I cannot really related to what you are even asking since I don't play 2.5 and up editions of (A)D&D.

5b- Since I don't know what your 5a means, then I cannot answer this as it relates directly to the previous answer that I could not give.
So to cut all that short you take 6 of the questions and totally evade any real answer by saying "don't know".

My ass you don't know. Go check. Think back on it. Don't waffle for ten paragraphs about how your basket weaver purity prevents you from noticing whether you are a basket weaver or not.

It just makes you look like another dishonest "real role player" wannabe.
5- That is easy. Zero were combat events, because the thing most important to the story is the decision of where or not to take the hook to begin with. If you don't take the hook then nothing else can happen, and which hook you do take never says up front whether you are running a gauntlet of creatures, or having a long dinner with some aristocrat to discus some treaty.
So, your only important events are hooks, they are never involved with combat. Story direction is never effected by combat, stories are not resolved by combat, or if they are you don't care because resolution is less important that pulling a want ad off a notice board?

Also your hooks seriously never tell you "if you are going on a combat adventure" because no one ever says "I have a dangerous combat mission for you!" they just say "I have a job, it might be a lot like a career in farming, it might be a lot like fighting off an army of giants, are you in?". And you still can't tell us about it after the fact because your games exist in a strange limbo where you can't remember if you then went on to fight things or not...
6- Nope.
Really? Could you actually illustrate that for us by mentioning the character classes of your characters (assuming you use a class system).

I'm expecting to see a lot of Craftsman and Aristocrat levels here, or equivalents there of.

If I see levels of say Fighter or Wizard I'm calling you a big fat liar.
7- Nope. I don't build minis stat cards. I stopped making minis games a few decades ago. I choose what suits the personality of the character I am trying to create.
WTF? Minis stat cards? Would you pay some respect to the actual question here.

Do you seriously claim you do NOT pick ANY selectable options for your character that makes them better in combat.

Maybe I should have worded my question better. I don't care about your character personality. Because if it's "personality" it could just as easily be "my personality is wanting to be better at combat" and that would be gaming the system and corrupting your Basket Weaver purity.

I just want to know, do you pick combat enhancing options or do you really just spend potential combat resources on actual Basket Weaving and other totally non combat options instead of fighting things skills?
8- I enjoy when it is over, so we can get back to the game....
According to your long list of don't knows you cannot really answer this question properly. Complete the don't knows then maybe your answer will be believable. But for now one can only wonder how you even notice when the combats end or begin...
9- Let us change you strange Basket Weaving to Fletching, and I can answer yes I do enjoy it. Sadly there is too much other stuff to do and people to meet in the game to ever have enough time to sit and do it for anything more than the small number of arrows needed by my compatriots, or enough to sell for a few drinks in the next town.
Changing the question is cheating. If you need to change it to "NWP Basket Weaving" (which if I vaguely recall is totally an option in 2e) or the equivalent that is fine. But it must be a pure basket weaver style option it cannot have any combat relevance, it cannot be powerful, it cannot be...

Fletching, because it is THE WRONG ANSWER. Because it means you are spending your precious basket weaving time instead making weapons to give you real combat resources to be a combat monkey with. So it A) Corrupts the question to be less demonstrative of your actual supposedly pure basket weaver play style, and B) Demonstrates if anything your focus on combat in your play style.

Also exactly HOW do you go about enjoying "Fletching" in your games? I mean what do you DO? Do you say to your GM "Can I make Some Arrows?" and he says "Yes!" and you say "Hey Guyz! I Making Arrows!" and their all like "YAY!" and you are all like "YAY!". No really? How does that actually go down?
10- DM/GM is God of the table. At no time should there be rules discussion during game sessions, and any questions about a ruling should be had between sessions, and still the DM is always right.
WTF? That is not what I asked. Your answer is in itself insulting and insane.

I am a GM. I am not god. I do NOT have divine powers. I cannot fix all your fucking problems at the game table. And I do make mistakes.

I am asking whether people like myself when making what are purely arbitrary rulings ever manage to leave you dissatisfied with those arbitrary rulings.

This isn't a purity question on whether you have loyalty to the GM and strong unquestioning rule zero discipline. This is a question about how practical applications of rules zero have made you feel. You are totally allowed to hold your (stupid) GM is always right opinion and STILL say "But yeah sometimes his choices have dissatisfied me".

Now if your GM really is always right and always makes you feel good about all his arbitrary rulings. Can I have his phone number? Or should I just get down on my knees and pray to him and he will hear me? Because in that case he DOES sound like a god.


Anyway. I'm dissatisfied with your evasive answers. I'm going to have to put you down as "probable combat munchkin with no memory or self analytical facilities". You just aren't giving enough information or support for anything else.
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Post by PhoneLobster »

shadzar wrote:Only a bad DM is full of these so called exploitable loopholes. The DM isn't there to be beaten, and any player trying to game the system or the DM, isn't playing the game correctly, because rather than working with the other player to ensure a fun game for all, they are just using all the other players at the table for their own amusement, and I would shouw them the door right quickly once that was recognized by myself, or another player brought it up, if they didn't change their ways and start working WITH the other players rather than against them. D&D is a coopertive game, not a competitive one.
Wait, what the? This deserves a double post damnit.

No. Just No OK?

You do NOT get to push for rules light/rules free play and then declare that the GM is not permitted to engage the players

And that is what you are saying here. You are seriously arguing that when the GM says "chasm, make jump checks DC 13!" a player is not permitted and should not be permitted to say "Can I make a ride check on my horse instead? Thus doing it more easily with my high ride skill, larger horse jump ranges and getting to land on the otherside with my fucking horse."

Pure GM discretion MUST be full of loopholes to work, if it isn't then it is non interactive railroading in the super extreme. At that point you may as well sit there silently while the GM just tells you what happens and rolls the dice (if any) for you.

And at that point HELL YEAH you are in it for the formalized sections like combat, because at that point you just plain aren't allowed to DO anything outside of those phases of play.

Do you even begin to think about your positions on this stuff? To actually try and observe the relevance or occurrence of it in play if it even happens at all? Are you seriously playing the non self examined life here?
norms29
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Post by norms29 »

PhoneLobster wrote:Amateur dramatics skills aside. You are talking about what essentially is a game of "May I please Sir?" with the GM. And you can totally game that system, the GM is full of exploitable loopholes to negotiate your way through. It's just a mildly different skills set to remembering to pick all your options so they stack up in a large pile.
Shadzar wrote: Only a bad DM is full of these so called exploitable loopholes. The DM isn't there to be beaten, and any player trying to game the system or the DM, isn't playing the game correctly, because rather than working with the other player to ensure a fun game for all, they are just using all the other players at the table for their own amusement, and I would shouw them the door right quickly once that was recognized by myself, or another player brought it up, if they didn't change their ways and start working WITH the other players rather than against them. D&D is a coopertive game, not a competitive one.
this is inane gibberish. you can't possibely be arguing that a player wanting their character to succeed instead of fail ruins the game for every one else. but aside from that your not even pretending to respond to what he said, if the resolution "system" being used is "convince the DM" then the DM, as a person, is going to have all manner of buttons that you the player, as his friend, will know how to push. and your rebuttal is that 1.the DM screen will make him immune, presumable because of giant frog. 2. convincing the DM of things too often is bad, because not failing often enough "isn't playing the game correctly" 3. haveing a more successful character some how equates to playing against the other players.
PhoneLobster wrote: Phone Lobster's Basket Weaver Survey!
1) Do you choose to use an RPG rules system where ~90% of the rules focus on combat?

2) Are ~90% of the rules you actually use in game play combat related rules?

3) How much time would you say you spend resolving combat in your various sessions? 10% or less? 80% or more? Something else?

4) Of the time you don't spend resolving combats how much of it is spent maneuvering to effect combats, such as sneaking, socializing or using other negotiations with the GM to try to effect, apply or avoid combat circumstances, allies, abilities, ambushes, environments, etc... ?
SHadzar wrote:1- I don't base my choice for an RPG on combat rules or other rules, other than to what extent they portray the game as to something I would be interested in playing.

2- This I cannot answer, because again I don't look at the rules trying to divide them out. Odds are if the most often things having to be ruled on are combat, then I am playing a miniature game rather than an RPG. RPG is not all about combat, not do I even allow it on either side of the screen to be over 40% combat oriented.

3- Don't measure it. When I DM it takes as long as the players require to think of what strange things they want to do, and when I play it takes as long for us to decide what strange things we want to hit the DM with.

4- :confused: Your little survey seems like you must always be running late for something after the game where you have to always keep track of the time and watch a clock while playing. I don't play that way, and again could not tell how much time is spent in either part of the game, because I devote all the time to playing it rather than clock watching. Combat only comes into mind for me while playing when Initiative is rolled, and stops after it is resolved. Everything else done is devoted to other things and combat is only a footnote in the games when thinking about it comes into play. There is much much more to the game than combat.
I can't halp but reflect that all four of your answers could've been compressed into "Hurf Durf, I don't know, I'm the guy from Memento' without losing any information.
survey wrote: 5) Of the events you would deem "Most Important" to the outcome of the "story" of an adventure or campaign (such as defeating the villain who was trying to destroy the world or whatever), how many of those events were combat events? What proportion of such events were instead resolved using Profession(Basket Weaving), or something like it?
Shadzar's answer wrote:5- That is easy. Zero were combat events, because the thing most important to the story is the decision of where or not to take the hook to begin with. If you don't take the hook then nothing else can happen, and which hook you do take never says up front whether you are running a gauntlet of creatures, or having a long dinner with some aristocrat to discus some treaty.
this anwer was moderatly clever, but that doesn't excuse the fact that you're dodging the question, Has weather or not the party succeeded in their goals been determined more by combat, or noncombat activities?
survey wrote:
5a) If such formalized skills as Profession(Basket Weaving) displease you, how many such events were instead resolved by just negotiating with the GM until he agreed that things just turned out a certain way "Because of Role Play"?
Shadzar's non answer wrote:5a- This seems to be something about 3.5 and this "profession (basket weaving)" you are mentioning. I cannot really related to what you are even asking since I don't play 2.5 and up editions of (A)D&D.
your reading comprehension is lacking, this was an attempt to cover bases, in anticipation of you claiming that none of your games conflicts were resolve with non combat skills only because you just MTP'ed them, you were asked, and I quote, "were events resolved by just negotiating with the GM until he agreed that things just turned out a certain way "Because of Role Play"?
survey wrote: 5b) If 5a applies, were the players in your group OK with that happening? Or were some displeased for some reason?
Shadzar's non answer wrote:5b- Since I don't know what your 5a means, then I cannot answer this as it relates directly to the previous answer that I could not give.
see above, was everyone in the group happy that things came down to negotiating with the DM?
survey wrote:
6) Are your characters specialists at Combat? That is, are their classes and professions actually primarily Combat related in nature?

7) Have you ever selected a selectable character ability simply because it made your character better at Combat?
Shadzar's non answer wrote: 6- Nope.

7- Nope. I don't build minis stat cards. I stopped making minis games a few decades ago. I choose what suits the personality of the character I am trying to create.
and does winning fights ever "suit the personality of the character"?
survey wrote:
8 ) Do you enjoy resolving combat in RPGs?
Shadzar's non answer wrote: 8- I enjoy when it is over, so we can get back to the game....
so you don't consider combat part of the game? if you, and by extension your character, place no importance on winning the fight, Why are you fighting?
survey wrote:
9) Do you enjoy resolving Basket Weaving in RPGs?
Shadzar's answer wrote: 9- Let us change you strange Basket Weaving to Fletching, and I can answer yes I do enjoy it. Sadly there is too much other stuff to do and people to meet in the game to ever have enough time to sit and do it for anything more than the small number of arrows needed by my compatriots, or enough to sell for a few drinks in the next town.
what is the Fletching resolution system in your games? because the most involved system I've ever seen consisted of 1. gather materials, 2. roll skill check. 3. The end. and frankly, any more seems stupid. your telling me that you feel that the group involving, tactical minigame that resolves combat is an unwanted distraction for you, but rolling skill checks alone while other players sit and watch is fun?
survey wrote:
10) Do you ever try to "Role Play" a situation using no formal rules but disagree with your GMs determination of the results?
Shadzar's non answer wrote: 10- DM/GM is God of the table. At no time should there be rules discussion during game sessions, and any questions about a ruling should be had between sessions, and still the DM is always right.

Rule 1: The DM is always right.
Rule 2: When the DM is wrong, refer to Rule 1.
you are taking this DM thing way too far. the only times people talk like that is A. They want to be a DM but are unable or unwilling to learn the rules. or B. they want to be the DM, but are a Power tripping Douchebag.

the rules provide predictablility, without which the players are trapped in a nightmarish non-reality where cause is totally seperate from effect.
After all, when you climb Mt. Kon Foo Sing to fight Grand Master Hung Lo and prove that your "Squirrel Chases the Jam-Coated Tiger" style is better than his "Dead Cockroach Flails Legs" style, you unleash a bunch of your SCtJCT moves, not wait for him to launch DCFL attacks and then just sit there and parry all day. And you certainly don't, having been kicked about, then say "Well you served me shitty tea before our battle" and go home.
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shadzar
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Post by shadzar »

PhoneLobster wrote:Shad, I'm afraid I'm going to have to call you out as being evasive and deceptive in your answers.
How many people watch a clock or really care how much of the game is combat? What game are they playing? What game are they trying to play?

You may call it what you will but the fact is D&D, as I have said already, is played by many different people. I don't sit and watch a clock to count how much time is combat, but when I run a game make sure that the focus is not on combat, but let combat fall where the players choose to find it.

It isn't a miniature wargame. Sorry, if you think someone playing so differently form you as to not watch a clock means they are evasive for answering questions, then that is your choice, but I don't keep track of it. Combat happens when and where it happens.
PhoneLobster wrote:
shadzar wrote:Only a bad DM is full of these so called exploitable loopholes. The DM isn't there to be beaten, and any player trying to game the system or the DM, isn't playing the game correctly, because rather than working with the other player to ensure a fun game for all, they are just using all the other players at the table for their own amusement, and I would show them the door right quickly once that was recognized by myself, or another player brought it up, if they didn't change their ways and start working WITH the other players rather than against them. D&D is a cooperative game, not a competitive one.
Wait, what the? This deserves a double post damnit.

No. Just No OK?

You do NOT get to push for rules light/rules free play and then declare that the GM is not permitted to engage the players
:confused:

The DM (notice the D versus G signifying D&D rather than any other RPG since I do not play any other RPGs) always engages the players. The game is not a competition between the players and the DM though.

What I said is that if a player is not working towards playing the game as a group for the enjoyment of the group, then the DM needs to handle the disruptive player.

Take a player that wants to min-max everything for skill challenges. This player always has everything ready and can succeed 90% of the time, should the skill challenges system allow for it. That player is not really playing for the group, but often times like anything else is trying to show off and likely take those chances away formthe rest of the group being able to do something. The cluster-frick of everyone giving some bonuses type stuff is just pretty stupid. The female elf winked at the guy whuile the bard was talking so they pass? what?

As I said it comes down to the age old war. Roleplaying vs Rollplaying.

Are the players playing the game, or playing the mechanics and the game just happens around them.

I also didn't push for any rules light or rules free, but some thing just doesn't need rules for, and rules cannot account for the individual players.

One of the goal of the skill challenges was to help make the game more accessible, and part of this was to make it for those "shy" players to be able to participate more readily. This means a system of only rolling dice is all that is needed, and no real talking. So the system failed before it ever got off the ground because it was a flawed thought process.

@norms29:

What I am saying is that a player looking for loopholes in the game or the DM rulings is a disruptive player and should be removed from the game if they cannot sit back a bit and play with the other players.

When DMing I have often tried to resolve things with these type of people, lets call them rules lawyers. More often than not, the other players got rid of the problem player and I didn't have to intervene. They banned the person from their house.

So when one person tries to take up the game time for such things to exploit the game, the DM or the other players, they are not really being a productive part of the group, and only wasting everyone else's time.
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Post by Roy »

Elennsar is now on ignore.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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Post by Fuchs »

shadzar wrote:One of the goal of the skill challenges was to help make the game more accessible, and part of this was to make it for those "shy" players to be able to participate more readily. This means a system of only rolling dice is all that is needed, and no real talking. So the system failed before it ever got off the ground because it was a flawed thought process.
Most of the players I know talk the scene out, then roll the dice to see how good their talking was, or roll the dice, then talk it out depending on the result.

Like combat, or sleight of hand, or crafting, or any other action.
PhoneLobster
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Post by PhoneLobster »

shadzar wrote:How many people watch a clock or really care how much of the game is combat? What game are they playing? What game are they trying to play?
Stop with this liar shit about watching clocks or not.

You can make a fucking ball park estimate it isn't hard.

How much time did you spend driving a car last week? You didn't "watch a clock" but you SHOULD be able to give me a fucking ESTIMATE within, hell, well within, a 30% margin error as long as you don't suffer from severe memory loss to the point of mental disability.

So stop being a shitty liar and make an estimate.
Combat happens when and where it happens.
AND ABOUT HOW OFTEN IS THAT?

You CAN answer this question. That you won't indicates the answer is embarrassing to your stated idiotic position about being a non combat real role player type. Which is consistent with the rather large group of people like you I have encountered over the years.
shadzar wrote:The DM (notice the D versus G signifying D&D rather than any other RPG since I do not play any other RPGs)
Well that goes a long way to answering our questions, especially combined with your earlier "I play 2e and earlier" type comment.

Your rules system of exclusive choice IS 90% combat oriented. It is indeed arguably MORE combat oriented in it's rules coverage than 3.x. It is indeed named after slogging through combat-fest "Dungeons" full of "Dragons" for you to kill.

All the character classes ARE combat experts by their very design, so your claims about not playing a character who is a combat specialist are transparent lies since by using that system you are a combat specialist just by being a character. Which explains why you remain too embarrassed to actually ever answer what your class and character build choices were despite repeated prompting to do so.

The nature of the rules system means that you are almost certainly spending MINIMUM 60% of all your gaming sessions, and EASILY anywhere up to 80%, hell 90%+ is not unreasonable, actually resolving combat encounters. The density of rules and complexity of resolution pretty much guarantees that 60-80% range.

It also indicates your profession(basket weaver) evasion was a deliberate evasion because NWP basket weaver is totally the origin of that and you should be well familiar with it. Indeed with your "fletching" claims we now know you took a portion of the NWP system (or if you play even earlier than 2e, like some kind of idiot dinosaur, the equivalent of that) which is designed separately so you can blow mostly non combat resources on background shit exactly like basket weaving and INSTEAD spent it on fletching, for manufacturing combat resources! So now we know the answer to your choices about enhancing your characters combat powers, which is "I'm in, free ammo for everyone!"

So anyway hey, thanks, now that you dropped those hints we can answer most of the questions you claim "not to know" because you "don't look at clocks" or whatever moronic excuse you gave was.

And the answers all indicate you are both a "Combat Munchkin" AND what we commonly would call "A Liar"
Take a player that wants to min-max everything for skill challenges. This player always has everything ready and can succeed 90% of the time, should the skill challenges system allow for it. That player is not really playing for the group, but often times like anything else is trying to show off and likely take those chances away formthe rest of the group being able to do something. The cluster-frick of everyone giving some bonuses type stuff is just pretty stupid. The female elf winked at the guy whuile the bard was talking so they pass? what?
Way to talk complete gibberish there. Try again.
As I said it comes down to the age old war. Roleplaying vs Rollplaying.
And welcome to the combaty min maxy munchkin side of that war, with everyone else because you are a combat obsessed freak by nature of your (very sheepishly and deceptively) expressed gaming preferences.
Are the players playing the game, or playing the mechanics and the game just happens around them.
Are we people? Or are people we? We or people are? People or we are?
I also didn't push for any rules light or rules free, but some thing just doesn't need rules for, and rules cannot account for the individual players.
Talk to the hand, it might have some idea about what the fuck you are gibbering about and what relevance it has to anything. No wait, mister hand says "This guy is rambling incoherently".

Mister hand begins to agree with Mr Paranoid Roy. Mister hand thinks you might really be he who cannot be named.

Mister hand may have gone quite crazy by being forced to listen to your twisted self contradictory ramblings.
What I am saying is that a player looking for loopholes in the game or the DM rulings is a disruptive player and should be removed from the game if they cannot sit back a bit and play with the other players.

When DMing I have often tried to resolve things with these type of people, lets call them rules lawyers. More often than not, the other players got rid of the problem player and I didn't have to intervene. They banned the person from their house.

So when one person tries to take up the game time for such things to exploit the game, the DM or the other players, they are not really being a productive part of the group, and only wasting everyone else's time.
Those dirty rules lawyer guys totally suck.

With their trying to negotiate with the GM to achieve things in the basic manner that fairy tea party and arbitrary generic action resoltion has been successfully resolved since the dawn of RPGs.

And with their loathsome trying to understand and interact with the rules and with GM rulings.

Fucking jerks.

But you and your clique sure showed them with your ostracizing and all. All problems dealt with, forever.

How dare they try and use your own rulings in ways you didn't want them to! Totally cheating that is.

By the way did I mention, Bang Bang, dirty robber you are dead. NO WAY, you aren't allowed to say bang bang back to me and declare me dead, I'm a Cop. No the game isn't stupid YOU ARE. You are never allowed to play cops and robbers we me and my friends again you dirty hippy cheater munchkin other person!

PS that isn't being a real role player. It's just being a total idiot and a jerk. I've never claimed THEY don't exist.
Roy
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Post by Roy »

Just one thing.
PhoneLobster wrote:Mister hand begins to agree with Mr Paranoid Roy. Mister hand thinks you might really be he who cannot be named.
Fuck you and suck a barrel of cocks. Legitimate concerns are the antithesis of paranoia. And since I'm usually right when predicting the actions of others, particularly in regards to my pet stalker trolls...

Thank you, that is all.
Draco_Argentum wrote:
Mister_Sinister wrote:Clearly, your cock is part of the big barrel the server's busy sucking on.
Can someone tell it to stop using its teeth please?
Juton wrote:Damn, I thought [Pathfailure] accidentally created a feat worth taking, my mistake.
Koumei wrote:Shad, please just punch yourself in the face until you are too dizzy to type. I would greatly appreciate that.
Kaelik wrote:No, bad liar. Stop lying.
Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
Standard Paizil Fare/Fail (SPF) Type II - change for the sake of change.
Standard Paizil Fare/Fail (SPF) Type III - the illusion of change.
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