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Loremaster - The Stormwind Fallacy
    • The Stormwind Fallacy

      Matt James disclaimer: Matt James has no soul. Please don't read this editorial and think he is personally being confrontational to you. People with souls have the ability to write more fluffy than Matt James. Matt calls it like it is, and while he can just as often be incorrect, it is not his intention to offend you-- too much. If you want rainbows and carebears, he recommends you head over to Barbie.com.

      http://i222.photobucket.com/albums/dd99/qube0/SF.jpg

      This logical fallacy is from a discussion long ago on the Wizards of the Coast Dungeons & Dragons message board by a user named Tempest Stormwind. The basic premise of the fallacy describe the differences between a Roleplayer and a Rollplayer, and how both are exclusive to each other. In layman's terms, you can both optimize your character and be a great roleplayer. You are not one or the other. Below is a copy of the original post. I believe the original was lost. I now have it here on Loremaster to help preserve it. Other sites have taken it from here, and I wish they would at the very least credit Loremaster.

      Though I'm not some irrational defender of 4e, the Stormwind Fallacy, now more than ever, seems appropriate. I try to offer logical responses to those who try to deconstruct the 4e game system, but many people follow the herd and regurgitate anti-WotC talking points. Most (I would say 95%+) have no clue what they are talking about and merely fling phrases like "it's a MMO!!! It's a MMO!!" without taking the time to understand how each system was designed since D&D's inception in 1974.

      Anyways, here it is. Read through it and offer any insight you wish. If you disagree with me, please be prepared to provide logical statements and a comparative analysis. Also, please keep it cordial. Friends can disagree, yes?


      Originally Posted by Tempest Stormwind
      Tempest Stormwind
      05-15-06, 03:58 PM
      I still stand by the argument that this is a fundamental difference between old school (basic D&D: 1 race/class, AD&D: very limted multi-classing) vrs new school (I buy a book and there is a class in their and I want it gimmie gimmie). The trend I see is old school = roleplayers, new school = optomizers.

      Note to New school people: Don't listen to what you hear, you aren't a dork if you roleplay. It is ok to indulge in what D&D is all about, roleplay. If you try it and have a good DM, I guarantee you'll have a blast and won't care so much about optomizing.
      Okay, that's it.

      I'm hereby proposing a new logical fallacy. It's not a new idea, but maybe with a catchy name (like the Oberoni Fallacy) it will catch on.

      The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy
      Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa.

      Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game.

      Generalization 1: One is not automatically a worse roleplayer if he optimizes, and vice versa.
      Generalization 2: A non-optimized character is not automatically roleplayed better than an optimized one, and vice versa.

      (I admit that there are some diehards on both sides -- the RP fanatics who refuse to optimize as if strong characters were the mark of the Devil and the min/max munchkins who couldn't RP their way out of a paper bag without setting it on fire -- though I see these as extreme examples. The vast majority of people are in between, and thus the generalizations hold. The key word is 'automatically')

      Proof: These two elements rely on different aspects of a player's gameplay. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Roleplaying deals with how well a player can act in character and behave as if he was someone else.
      A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other.

      Claiming that an optimizer cannot roleplay (or is participating in a playstyle that isn't supportive of roleplaying) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.

      How does this impact "builds"? Simple.

      In one extreme (say, Pun-Pun), they are thought experiments. Optimization tests that are not intended to see actual gameplay. Because they do not see gameplay, they do not commit the fallacy.

      In the other extreme, you get the drama queens. They could care less about the rules, and are, essentially, playing free-form RP. Because the game is not necessary to this particular character, it doesn't fall into the fallacy.

      By playing D&D, you opt in to an agreement of sorts -- the rules describe the world you live in, including yourself. To get the most out of those rules, in the same way you would get the most out of yourself, you must optimize in some respect (and don't look at me funny; you do it already, you just don't like to admit it. You don't need multiclassing or splatbooks to optimize). However, because it is a role-playing game, you also agree to play a role. This is dependent completely on you, and is independent of the rules.

      And no, this isn't dependent on edition, or even what roleplaying game you're doing. If you are playing a roleplaying game with any form of rules or regulation, this fallacy can apply. The only difference is the nature of the optimization (based on the rules of that game; Tri-Stat optimizes differently than d20) or the flavor of the roleplay (based on the setting; Exalted feels different from Cthulu).

      Conclusion: D&D, like it or not, has elements of both optimization AND roleplay in it. Any game that involves rules has optimization, and any role-playing game has roleplay. These are inherent to the game.

      They go hand-in-hand in this sort of game. Deal with it. And in the name of all that is good and holy, stop committing the Stormwind Fallacy in the meantime.
      Comments 5 Comments
      1. ERJHolton's Avatar
        ERJHolton -
        Sums up my point of view quite nicely.
      1. Lugh's Avatar
        Lugh -
        There was a sig file on RPG.net that I love. I wish I remembered the user's name. "If your rolls are not enhancing your roles, and vice versa, you're doing it wrong." I love that quote.

        I do know that some of the issue comes from problem players we encounter (or occasionally are) as we grow in the hobby. We inevitably smack into the munchkin who is all about kewl powerz and clearly has issues with empathy and morality that prevent him from acting appropriately. We run into the die-hard gearhead who loves crunching the numbers, and inevitably generates characters that are an order of magnitude more powerful than the rest of the party, and hogs the spotlight as a result. On certain occasions, that gearhead justifies his optimization with truly bizarre and convoluted backstories that make no sense and are promptly forgotten when play begins (especially if they include flaws). We also see the "drama queen", to borrow Stormwind's phrase, who just wants to make up stories and can't be arsed to actually read the rules and figure out how the game works.

        This history creates a sense in us that people who chase the mechanics have to do so at the expense of the story, and vice versa. It then becomes a stereotype, which reinforces the perceived division. Since people who are good with both story and rules tend to gravitate towards the GM chair, it tends to leave people who only have one skill or the other really developed in the player chairs. By this point in the hobby, it has become largely ossified as a "fact" that crunch and fluff must work at cross purposes. (Though, interestingly enough, this "fact" tends to become much less concrete the further you drift from D&D.)
      1. InfrequentDM's Avatar
        InfrequentDM -
        A corollary, I think, would be that use of dice does not mean you aren't roleplaying.

        Anti-4e folk like to poke at skill challenges, in particular, but social skill checks as well, as being a replacement for roleplaying. If you have to roll diplomacy, you're substituting the die roll for roleplaying the result. To which I say, no you're not.

        If you roll for the result of your persuasive argument, you're randomizing all the other factors. Say you're trying to convince the duke to send an army to save your village. Roll a high dip check, and you've resonated with him. Roll a low one, and you've just made him angrier. That represents that maybe there are certain trigger words with him -- "honor" or "family" or "the memory of the heroes of Stormwind" -- that you hit, for good or ill. Or it represents that you're an elf and he secretly loathes elves. Or it represents that he just got told by his advisers that the treasurer has run off with the payroll for the next two months.

        The bashers say you should just roleplay this out. What they really mean is that the DM should use his fiat to determine success, rather than giving a PCs the chance to fail at something they're good at or to succeed at something they suck at.
      1. D'karr's Avatar
        D'karr -
        Quote Originally Posted by InfrequentDM View Post
        A corollary, I think, would be that use of dice does not mean you aren't roleplaying.

        Anti-4e folk like to poke at skill challenges, in particular, but social skill checks as well, as being a replacement for roleplaying. If you have to roll diplomacy, you're substituting the die roll for roleplaying the result. To which I say, no you're not.

        If you roll for the result of your persuasive argument, you're randomizing all the other factors. Say you're trying to convince the duke to send an army to save your village. Roll a high dip check, and you've resonated with him. Roll a low one, and you've just made him angrier. That represents that maybe there are certain trigger words with him -- "honor" or "family" or "the memory of the heroes of Stormwind" -- that you hit, for good or ill. Or it represents that you're an elf and he secretly loathes elves. Or it represents that he just got told by his advisers that the treasurer has run off with the payroll for the next two months.

        The bashers say you should just roleplay this out. What they really mean is that the DM should use his fiat to determine success, rather than giving a PCs the chance to fail at something they're good at or to succeed at something they suck at.
        This is one of the differences between D&D post 2e. In earlier editions the actual character of the PC had the potential to not matter at all in interactions like that. If the player was charismatic and knew what to say, then the PC was charismatic and knew what to say. This put those that were neither at a disadvantage.

        3.x and above have included the skills that can are used for these types of interactions. This gives the DM more flexibility in those types of interactions. He can decide to use the role-playing of the player in the situation, he can decided to have them make a roll, or he can use a hybrid of the two methods.

        The skill challenge mechanic specifically instructs the DM that players SHOULD describe their actions and how they are applicable to the particular skill challenge. He then decides if the skill is applicable and whether a roll is necessary.
      1. Sanishiver's Avatar
        Sanishiver -
        A blast from the past, this.

        I've not much to add, other than the fact I was a Holy Terror on the boards in those days, and if a diehard roleplayer or optimizer showed up at my gaming table and proceeded to throw his or her weight around vis-a-vis the other players, I'd Jiu-Jitsu that person into submission and make them my slave.

        Play the game. Have fun. Don't keep others from having fun.