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The "is it cheating or not" thread


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#126
Gregor Wyrmbane

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Lowlander wrote...

Gregor Wyrmbane wrote...
Again, for those whose control issues won't allow them to let go of their misperceptions, in SP the player is the party AND the DM. The SP player decides how the "game" will be played. The module is merely the place where the game happens.


Just more ridiculous rationalizations. You are not DM'ing yourself. You aren't creating new surprises for the player. You aren't sitting on the other side of encounters and inhabiting NPC characters to give the more interesting conversations. You aren't taking over NPCs spell-casters in battle to make fight more intelligently. You aren't popping in to the NPCs to reveal more clues when the PC goes astray. etc..


Of course the single player is DM'ing himself. No one else is doing those things you mention. The module designer isn't there, only the scripts he chose. The computer can't be a DM. All it does is handle the mechanics of the dice rolls, scripts, and GUI. All those things you just pointed out have to be role played by the single player. He's the only living, breathing human in the equation.

Obviously, when you play an SP campaign, you aren't RP'ing, you're just playing a part in someone elses movie.

Lowlander wrote...

There is no creative element of DM'ing involved, All the creative work was done by the module designer. You are simply cheating, giving yourself uber gear. The only thing remotely creative here are the rationalizations you use to fool yourself.


As I pointed out above, the creative aspect is in the RP'ing of the player. The only thing the module designer is responsible for is the setting, because he certainly isn't the DM. He's not present when the "game" is happening.

And you, as usual, make accusations against people without having any facts to back them up. I don't give myself "uber" gear. I make my self "different" weapons than are available, but they are no more powerfull than other types of weapons available in the campaign. I don't always like to use the weapons the campaign designer decides to make abundant. I do like my dye pots, though.

Lowlander wrote...

Perhaps not universal among the "No cheating possible in Single player" gang, but recent posts have displayed an extraordinary level of self deception and rationalizing. Perhaps this is the missing ingredient. 


Perhaps, but more likely the missing ingredient is that your arrogance won't allow you to see beyond your narrow view of how D&D was intended to be played. It isn't a movie, and there is no script for the player. You have to use your imagination. 

#127
Shia Luck

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AndarianTD wrote...

AmstradHero wrote...

If you're using console commands to give yourself new items/gold/experience, "auto-sell" items, modify power progressions, whatever, effectively, you're cheating. However, by trying to rationalize your actions as not cheating, you're implicitly but definitively declaring that "cheating is bad" and saying "I don't want to be called a cheater". You're attaching your own personal stigma to the label of a "cheater".


This.


Errrr sorry guys, but you have missed the point of this discussion. It is Lowlander who is using the perjorative stigma against EVERYONE who admits to cheating (except himself of course). So this includes you AmstradHero.

If there is no stigma attached, then I think we don't care what word people use. I know I have stated that. I know Gregor has stated that. And I think others belong in this group as well.

To be very clear, there are at least 3 groups in this discussion now:

1: Those who want to use the word cheat and declare there is no perjorative stigma attached to the word when applied to SP. (Andarian, Amstradhero).

2: Those who want to use the word cheat and insist it carries a perjorative element which makes the SP cheater as bad as an academic cheat or a forum liar. (Lowlander)

3: Those who don't care which word is used so long as there is no perjorative element. (Myself, Gregor and possibly others, but I'll let them speak for themselves.)

I agree it might have been confusing from the thread title, but the title is how the argument was expressed in the original discussion which spawned this thread because the only definition in use was the perjorative one. The "It isn't cheating" argument, as far as I understand it anyway, is that because the word cheating carries a perjorative element and there should be no perjorative element when describing SP actions, then it is the wrong word to use. but actually, it is simply the wrong meaning of the word being applied by Lowlander that is the root and cause of this thread..

So, to summarise, there is one person in this thread who is trying to say an SP cheater deserves the same disrespect as an academic cheat and a forum liar. That is the position we are arguing against.

Lowlander wrote...The people who advocate cheating, well just about everything they comment on is looked upon through the lens that they may be cheating (whatever they call it), so their input is devalued in my eyes.


Lowlander wrote...

I shouldn't be surprised in this shortcut, instant gratifications, cheating is OK if you don't get caught, society that so many just use cheat codes to pimp their characters rather than deal with the constraints of the game. But this Attitude makes me sick.  ../../../images/forum/emoticons/sick.png

... Heck these days people are more proud of themselves when the get good results from academic cheating:

http://www.cheatingc...mic-dishonesty/


Lowlander wrote...
When I am talking to a cheater, what is the weight of their opinion on anything if they just take shortcuts routinely.


Modifié par Shia Luck, 09 mai 2011 - 06:42 .


#128
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Shia Luck wrote...
So, to summarise, there is one person in this thread who is trying to say an SP cheater deserves the same disrespect as an academic cheat and a forum liar. That is the position we are arguing against.


This is, of course, completely wrong again. You are again misreading. Academic cheating is significantly worse. I have repeatedly said single player cheating is not as bad as any form of cheating where other people are actually cheated. 

But given how much the worse offense (Academic cheating) occurs, it shouldn't be surprising that minor cheating like computer games is also rampant.  I see both as symptoms of a society increasingly choosing shortcuts and instant gratification. That overall trend in society dismays me.  But just because I see similar roots, does not make game cheating as bad as academic cheating.

I absolutely do devalue the module/campaign feedback/reviews of anyone who cheats through them by giving themselves unlimited gold and buying all the high end gear in the shops. They are cheating their way through and IMO have no reliable information on what the challenge level is for players who play clean. While a clean character may well have to fear running into a pack of rats in his mundane leather armor, the cheater with magic plate is nearly invulnerable... How could that feedback matter to me.

Modifié par Lowlander, 09 mai 2011 - 08:26 .


#129
Elhanan

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Elhanan wrote...

And if you are seeing unaffordable items in shops, I would say the the mod design is flawed; not the Player getting them.



My bad; should have read 'may be flawed', as it is speculative in nature.

And what Shia said!

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#130
Elhanan

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Lowlander wrote...

... I absolutely do devalue the module/campaign feedback/reviews of anyone who cheats through them by giving themselves unlimited gold and buying all the high end gear in the shops. They are cheating their way through and IMO have no reliable information on what the challenge level is for players who play clean.


You have the edited part right, which of course has only as much weight and worth as others; not more or less. And you are welcome to skip all my reviews and feedback since they are of no value to you.

Have fun playing clean; just watch your step, as it may be hard to see with your nose turned up that high.

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#131
Shia Luck

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Lowlander wrote...

I absolutely do devalue the module/campaign feedback/reviews of anyone who cheats through them by giving themselves unlimited gold and buying all the high end gear in the shops. They are cheating their way through and IMO have no reliable information on what the challenge level is for players who play clean. While a clean character may well have to fear running into a pack of rats in his mundane leather armor, the cheater with magic plate is nearly invulnerable... How could that feedback matter to me.


Nice attempt at spin.


Lowlander wrote...
When I am talking to a cheater, what is the weight of their opinion on anything if they just take shortcuts routinely.


Lowlander wrote...The people who advocate cheating, well just about everything they comment on is looked upon through the lens that they may be cheating (whatever they call it), so their input is devalued in my eyes.



#132
AndarianTD

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Sorry, folks. I'm with AmstradHero on this one: the anti-cheating line on this thread just isn't making any sense to me. A few final points, and then I'm out of here as well.

Gregor Wyrmbane wrote...

This is a prime example of what I meant when I said some of you don't understand the dynamics of a SP session. The module isn't "the game". It's merely a setting. Just like back in the old days when we used to go to the game store and buy a "campaign" to use with our "game".


That isn't only wrong, but presumptuous. When I build a NWN mod and put it online for you to download, what I am providing to you is emphatically NOT a "setting" of any kind, and certainly not one akin to the old P&P adventure modules. It's nothing less and nothing more than a linear role-playing game, a carefully written and designed play experience built by me in order to tell my story.

Again, for those whose control issues won't allow them to let go of their misperceptions, in SP the player is the party AND the DM. The SP player decides how the "game" will be played. The module is merely the place where the game happens.

I can only assume from your remarks that you've never actually built a NWN SP module -- because it's far, far more than just "a place where the game happens." And the idea that someone can be both player and DM in an RPG at the same time makes a mockery of what it means for something to be an RPG in the first place.

You can't play the game and run the game at the same time. A game by its nature requires the separation of playing and rule-making. Without the separation of those roles in an RPG, what you're doing is not playing a game, but simply fantasizing with accessories. That's the whole reason for the role of the DM as a separate and unique participant in an RPG in the first place. He's there to make game play for the other players possible, by providing the complex, dynamic, highly adaptive, and external rule-making context that can only be provided by another human imagination.

An SP CRPG is structurally different from a multiplayer game (whether P&P or computer based). In a single player game, it is NOT the "player" who acts as the DM. The DM is the author/builder, who runs the game by "remote control" through the intermediary mechanism of the resources and game software that he has configured for it. It's only in a multplayer game that you can have a DM who is a direct and active participant.

Modifié par AndarianTD, 10 mai 2011 - 03:50 .


#133
Elhanan

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AndarianTD wrote...

Sorry, folks. I'm with AmstradHero on this one: the anti-cheating line on this thread just isn't making any rational sense. A few final points, and then I'm out of here as well.

Gregor Wyrmbane wrote...

This is a prime example of what I meant when I said some of you don't understand the dynamics of a SP session. The module isn't "the game". It's merely a setting. Just like back in the old days when we used to go to the game store and buy a "campaign" to use with our "game".


That is presumptuous nonsense. When I build a NWN mod and put it online for you to download, what I am providing to you is emphatically NOT a "setting" of any kind, and certainly not one akin to the old P&P adventure modules. It's nothing less and nothing more than a linear role-playing game, a carefully written and designed play experience built by me in order to tell my story.


So in this example, the module is the DM because it tells your story, or you remain to be the DM from afar? Strange; seems I must have either have a grunch of DM's stored on my old computer, or you may have failed to notice the flaws in your story, and that we fixed them. Must have stepped away for a slice, I guess.



Again, for those whose control issues won't allow them to let go of their misperceptions, in SP the player is the party AND the DM. The SP player decides how the "game" will be played. The module is merely the place where the game happens.

I can only assume from your remarks that you've never actually built a NWN SP module -- because it's far, far more than just "a place where the game happens." And the idea that someone can be both player and DM in an RPG at the same time makes a mockery of what it means for something to be an RPG in the first place.

You can't play the game and run the game at the same time. A game by its nature requires the separation of playing and rule-making. Without the separation of those roles in an RPG, what you're doing is not playing a game, but simply fantasizing with accessories. That's the whole reason for the role of the DM as a separate and unique participant in an RPG in the first place. He's there to make game play for the other players possible, by providing the complex, dynamic, highly adaptive, and external rule-making context that can only be provided by another human imagination.

An SP CRPG is structurally different from a multiplayer game (whether P&P or computer based). In a single player game, it is NOT the "player" who acts as the DM. The DM is the author/builder, who runs the game by "remote control" through the intermediary mechanism of the resources and game software that he has configured for it. It's only in a multplayer game that you can have a DM who is a direct and active participant.


Sorry, but as Ser Gygax never attended any of my weekly sessions for lo' those many years, you stopped being the DM when you gave your tale to the Vault. In m/p, that task is oft designated to the one wanting to run the DM client, and it may surprise you to note that they often 'Play' at the same time. In much the same way, the Player assumes the mantle of DM, and sets and molds the story being told with their rules, guidelines, and parameters. They choose the story to play that session; not the DM they wish to tell it.

Besides, you seem rather stressed already in your role as Mod Designer. All those examples of me, my, personal pronouns of choice, etc in seperating us in our roles as Players have appeared to left you with what is sometimes called 'I' strain. Thanks for the tales; now leave the driving to us.

Modifié par Elhanan, 10 mai 2011 - 03:52 .


#134
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Shia Luck wrote...

Nice attempt at spin.


Clarification not spin.  I was writing off the cuff in generalities. Obviously there would be aspects of the game that may not be colored by cheating...

We aren't writing legal documents here. Keep that in mind as you mine my past comments for gotchas.

#135
Elhanan

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Lowlander wrote...

... I absolutely do devalue the module/campaign feedback/reviews of anyone who cheats through them by giving themselves unlimited gold and buying all the high end gear in the shops. They are cheating their way through and IMO have no reliable information on what the challenge level is for players who play clean. While a clean character may well have to fear running into a pack of rats in his mundane leather armor, the cheater with magic plate is nearly invulnerable... How could that feedback matter to me.


In your opinion, 'they are cheating their way through"; tis not fact. And while you may devalue opposing opinion, a few others have been grateful for mine.

For feedback, one could tell you that killing rats is overdone, and may detract from the story. One might be able to inform you of exploits seen along the way, isues with other encounters like spawning critters on top of the party, glaring typos, technical oversights, places where one might become stuck in walls, camera fails, lack of resting areas, kudos for dialogue choices, NPC observations, etc; maybe even inform them that the magic plate makes one invulnerable, and should be removed from the starting shops.

Of couse said info is unreliable and without value; just to be clear....

#136
AmstradHero

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Elhanan wrote...

Sorry, but as Ser Gygax never attended any of my weekly sessions for lo' those many years, you stopped being the DM when you gave your tale to the Vault. In m/p, that task is oft designated to the one wanting to run the DM client, and it may surprise you to note that they often 'Play' at the same time. In much the same way, the Player assumes the mantle of DM, and sets and molds the story being told with their rules, guidelines, and parameters. They choose the story to play that session; not the DM they wish to tell it.

Besides, you seem rather stressed already in your role as Mod Designer. All those examples of me, my, personal pronouns of choice, etc in seperating us in our roles as Players have appeared to left you with what is sometimes called 'I' strain. Thanks for the tales; now leave the driving to us.

I know I said I was out, but here you've demonstrated a complete inability to grasp the point

Gygax wasn't the DM. The person who wrote any pre-defined adventure you played wasn't the DM. Your DM was the DM. In an SP experience, the designer acts as the DM to create the adventure and the encounters and everything within it, and the computer acts as the DM by proxy for the player when they are actually playing the game.

As Andarian rightly points out, by claiming you can take on the role of player AND DM at the same time, you're grossly misunderstanding the role of the DM in the first place, if not the entire concept around which D&D was created.

As a closing point - imagine for one second that you're not playing a game based on the D&D ruleset. Say you're playing an RTS, and you decide to give yourself some extra gold because "controlling the peasants to collect the gold is too tedious'. Can you argue for a second that this isn't cheating? Do you think anyone else who plays the RTS would consider it not cheating?  Or you're playing an FPS and you use a console command to give yourself some extra ammunition because it's too tedious to trek across the map to get some in a cache you know exists.

Hiding behind the shield of "it's D&D so I can make up the rules" doesn't fly for any other game genre.

#137
Elhanan

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AmstradHero wrote...

I know I said I was out, but here you've demonstrated a complete inability to grasp the point

Gygax wasn't the DM. The person who wrote any pre-defined adventure you played wasn't the DM. Your DM was the DM. In an SP experience, the designer acts as the DM to create the adventure and the encounters and everything within it, and the computer acts as the DM by proxy for the player when they are actually playing the game.

As Andarian rightly points out, by claiming you can take on the role of player AND DM at the same time, you're grossly misunderstanding the role of the DM in the first place, if not the entire concept around which D&D was created.

As a closing point - imagine for one second that you're not playing a game based on the D&D ruleset. Say you're playing an RTS, and you decide to give yourself some extra gold because "controlling the peasants to collect the gold is too tedious'. Can you argue for a second that this isn't cheating? Do you think anyone else who plays the RTS would consider it not cheating?  Or you're playing an FPS and you use a console command to give yourself some extra ammunition because it's too tedious to trek across the map to get some in a cache you know exists.

Hiding behind the shield of "it's D&D so I can make up the rules" doesn't fly for any other game genre.


I reckon I am willing to place my RPG inexperience on the line.

Nope; Gygax was not the DM anymore than the prior claims of the Mod Dev's. My point exactly. And remember the solo D&D mod's? Guess who was the DM then? Surprise! As I recall, it was the Player themselves.

Imagine I can play RTS or FPS. One question though: Am I playing solo? Sure doesn;t read like it AH, but you would not make that big an error, even crossing over genres. But I will play.... 

Adding more gold or ammo in a m/p setting may be cheating, as it may give an unfair advantage over other Players. But let us pretend that all agreed to add unlimited gold and ammo to every Player, and all are on even terms. Still cheating?

Now back to NWN1: In a solo game, the Player sets and monitors the rules; thus they DM themselves.One may choose to play all default setting; another may choose to max HP, Both are correct as it is their own game. If they break those rules which result in possibly spoiling their experience with the game, then they may be cheating.

You wish to get credit for making the mods; here is to all of you! Thanks! But if for a moment you believe such creativity grants you the role of authority over the Player, then perhaps I am not the one with the inability to understand.

#138
Skelhorn

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To cheat or not to cheat? To break the rules or abide by them?

To my mind this age old argument comes down to our definition of these terms.

'Cheating' means to break the rules. From what I can see there is common understanding and agreement on this. The real issue then is on how we define 'the rules'.

In the one camp - lets call these guys 'Chaotics' - are those that define the rules as being dynamic, flexible, yielding. Not so much rules as 'whatever I feel is right at the time'. The only rule is that there are no rules. The logic of this argument seems irrefutable. By defining the rules in this way it becomes impossible to break them, impossible to cheat.

In the other camp - the 'Lawfuls' - are those that define the rules more specifically. For them the rules are those that are more commonly accepted as universal, as in chess, cards or marriage. Or those rules defined by the game designer or module creator. Using cheat codes or any other technique outside those defined by this criteria would certainly be breaking the rules and considered cheating.

So who is right?

Both are. Both camps are correct according to their own definition of the rules.

So the next question arises: 'whose definition of the rules is correct?' The Chaotics think that their own personal definition is more important than any other. The Lawfuls believe that the more universally accepted definition takes precedence.

Well this is philosophy. Or as we like to say 'alignment'. Who is to say that my belief system is more valid than yours? The axis of Law/Chaos is not called the axis of Right/Wrong any more than it is called the axis of Wrong/Right.

It is interesting to think how much our perception is determined by our perspective. How our experiences are shaped by our definitions of ourselves and our world that we hold to be true, but that in reality are subjective beliefs.

Modifié par Skelhorn, 10 mai 2011 - 11:02 .


#139
AmstradHero

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Interesting philosophical diversion, Skelhorn. But if rules are completely flexible and can be changed however the player likes, what is the point in having them in the first place? Why not just have the player being invincible, or reincarnate with all their skill points and abilities after death? Why not enable them to kill enemies in a single blow that never misses?

The rules exist because the game designer created them to introduce tension, engagement and challenge. Without the rules all you have is an interactive movie or a book. There's no element of skill or luck involved around which all virtually all "games" (of any sort) are based.

Call me a "lawful" all you like, but where you're modifying the rules that were designed to underpin the entire mechanics of the game to suit your own personal taste or whims, that is the definition of cheating. Unless you redefine the English language, there is no avoiding this.

Elhanan: We're not discussing MP here, and by bringing it up, you've avoided the question entirely.

I don't remember any solo D&D adventures I'm afraid. But I'm going to guess that they didn't say things like "If you get killed by these kobolds, don't worry. Just bring yourself back to life through divine intervention." or "Feel free to give yourself a mace of disruption right now, because you might want it to make your life easier against all the undead you're about to face."

It's like the Fighting Fantasy books - sure you could just go "oh, I have to fight... well, I just win this fight automatically." You were free to do that, I'm sure I did on some occasions while reading them. But that was cheating, because I wasn't playing by the established rules of the game/book - thus ruining the excitement of going around and defeating a dangerous creature while battered and bruised after my last fight.

I'm not claiming ultimate authority over the player. As a mod designer, I don't care if players use console commands to play my mods. But if they do so, they're not playing as I designed. They're not adhering to the rules of D&D, nor the setting that I created for them. Plainly put, they're cheating. I don't care if they cheat. Not one iota. But to say that they aren't cheating is an untenable position.

#140
Malagant

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And remember the solo D&D mod's? Guess who was the DM then? Surprise! As I recall, it was the Player themselves.

I assume you're referencing the old 80's modules that utilized the whole "invisible ink" and colored film and not the ones that required a DM and a single player? Those could best be described as solitare modules as opposed to solo (although they were advertised as "solo"). The whole point of the solitare modules (like BSOLO, CM5, MSOL1, etc) were that they specifically required no DM which kind of kills the whole player as DM thing.

If the player is also acting DM in the solitare modules, then all those Choose Your Own Adventure and Which Way books that were also popular back then could be classified as role-playing games with the reader as DM and that just doesn't cut either.

Adding more gold or ammo in a m/p setting may be cheating, as it may give an unfair advantage over other Players. But let us pretend that all agreed to add unlimited gold and ammo to every Player, and all are on even terms. Still cheating?

That seems to be a slightly loaded question. If the mod / world allots unlimited gold as part of its play and an integral part of that mod's constructed system, how could it be considered cheating?

In a solo game, the Player sets and monitors the rules; thus they DM themselves.One may choose to play all default setting; another may choose to max HP, Both are correct as it is their own game...

I would have to disagree for the simple fact that utilizing the options given to you within the structure of the game is not setting or monitoring the rules, unless the player has access to and is able to make adjustments to the hard-coded elements within the game. The player is not deciding how the rolls are made, what the physics of the environment are, the strength of the creatures (outside the provided difficulty option), the NPCs and their interaction with the player, or anything else within the modules environment which are functions of a DM.

The best way I can characterize this is by going back to those books all those years ago: The reader could certainly choose to continue to page 36 or the other option to page 15 then, should they not like where the page they chose is going, go back and choose the other option but that doesn't make them a DM. I look at SP mods the same way: you can choose a different direction, different options, restart, respawn, even adjust difficulty, but you aren't really controlling anything in-game but yourself and that is not DMing in my book.

But if for a moment you believe such creativity grants you the role of authority over the Player, then perhaps I am not the one with the inability to understand.

I think i can understand where the outlook you have comes from, but I can see the other side, if I am understanding it correctly, in that the mod designer has no authority over the player except by proxy but the mod they created most certainly does unless one were to go into the toolset and manually adjust scripts and resources.

I suppose, in closing, I am saying that the only logical way a player can take on a dual role as DM is if they are playing an SP mod that they had created / developed themselves.

Modifié par Malagant, 10 mai 2011 - 11:52 .


#141
Skelhorn

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AmstradHero wrote...

But if rules are completely flexible and can be changed however the player likes, what is the point in having them in the first place? Why not just have the player being invincible, or reincarnate with all their skill points and abilities after death? Why not enable them to kill enemies in a single blow that never misses?

The rules exist because the game designer created them to introduce tension, engagement and challenge. Without the rules all you have is an interactive movie or a book. There's no element of skill or luck involved around which all virtually all "games" (of any sort) are based.

Ultimately this is opinion based on your belief (and that of many people including myself) that such things as challenge, immersion or whatever are major factors of enjoyment and are significantly reduced when you change the rules in this way.

Others may define their enjoyment differently according to their own agenda. You and I may see this as pointless. They may see our way of playing as boring or unnecessarily time consuming. Neither approach is any more valid than the other.

AmstradHero wrote...

Call me a "lawful" all you like, but where you're modifying the rules that were designed to underpin the entire mechanics of the game to suit your own personal taste or whims, that is the definition of cheating. Unless you redefine the English language, there is no avoiding this.

Well at least I didn't say Lawful Evil... :)

Not that there is anything wrong with that. *quickly checks over shoulder*

Although I think we agree on game playing philosophy I have to disagree on your definition of cheating. I stand by what I said before. If you and I play a game of 'Chezz TM' which is played on 64 squares and has no rules. You would need to go a long way to convice me I was cheating. There have to be rules involved for cheating to occur.

Lets put this another way and go back to spawning in 'uber gloves of utter destruction +10' for our monk.

If you or I did this it would be cheating. If one of the 'Chaotics' did this it would not be. It is entirely subjective.

Modifié par Skelhorn, 10 mai 2011 - 12:17 .


#142
AndarianTD

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Elhanan wrote...

Sorry, but as Ser Gygax never attended any of my weekly sessions for lo' those many years, you stopped being the DM when you gave your tale to the Vault.


"Gave my tale to the Vault?" Since when? My "tale" is my own intellectual property and hasn't been "given" to anyone, thank you very much. My work, Sir, is not a gift.

And for your information, my mods are hosted on my own website, not on the Vault; what my Vault pages contain are
links to those downloads. That happens to be Vault policy for authors who want to retain control of their work rather than "give it away" -- as I happen to know very well, since I helped Maximus write it.

Modifié par AndarianTD, 10 mai 2011 - 12:32 .


#143
olivier leroux

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Even though there were interesting points from both sides and personally I guess I tend to sympathize with the definitions of ArmstradHero and Andarian, I have to say the most convincing post for me - and probably the only one able to conclude the discussion in a more satisfying (though less funny) way than TSMDude's last one - is that by Skelhorn.

We have (at least) two diametrically opposed views here and it's very unlikely anyone is going to convince the other side to change their attitude towards the matter at hand, no matter how good the arguments. And in the end, what does it matter to you what someone else believes in and what labels they give themselves? You don't have to understand it, you don't have to agree with it, but what's the use in fighting over it, when it comes to something so personal and subjective? The only lesson I can see here is not to look down on other people's beliefs and not to patronize them, just because you don't agree with them. As long as they don't affect anyone else in a negative way, just look the other way and move on if it's not your cup of tea.

As an author you're always giving up control when you share your works with the public. You can be sure that not all recipients will understand and use your work in the way you've foreseen. That can be a good thing or a bad thing but it's a given, something you've got to live with as an artist.

And regarding NWN, I believe there are enough players who will try to play a module according to the authors' rules that the authors don't need to worry about the "chaotic" faction who won't. Just keep on designing with the "lawful" faction in mind and both sides will be happy.

And that's just my own point of view, of course, but one *I* find very convincing and superior to the rest! :P
/irony :innocent:

Modifié par olivier leroux, 10 mai 2011 - 12:45 .


#144
Skelhorn

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olivier leroux wrote...

Even though there were interesting points from both sides and personally I guess I tend to sympathize with the definitions of ArmstradHero and Andarian, I have to say the most convincing post for me - and probably the only one able to conclude the discussion in a more satisfying (though less funny) way than TSMDude's last one - is that by Skelhorn.

Ah but did you notice how I cunningly brought alignment into the thread?

All I need now is Wizards v Sorcerers and we have the perfect storm.

Here goes:
"Lawful Wizards who cheat are better than Chaotic Sorcerers who don't." :innocent:

Modifié par Skelhorn, 10 mai 2011 - 12:44 .


#145
jmlzemaggo

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Chaotic is the only lawful attitude.
Just kidding!

#146
olivier leroux

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Wait a moment, Skelhorn, did I just read between the lines that you're implying sorcerers are evil? You did, didn't you? I know you did. And I refuse to accept "sorcerer" as a valid label in this discussion because this isn't about hexing and I never put a spell on anyone! Um...
:whistle:

Modifié par olivier leroux, 10 mai 2011 - 12:50 .


#147
Elhanan

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Hi! I guess I am 'Neutral'!

I believe that you can cheat in solo game if you break the various, sliding parameters you set for yourself; thus spoiling the gameplay,

But unlike alignments (which I loathe, but I digress), the Chaotics ain't trying to brand me; the Paladin zealots are the ones with that task.

Malagant wrote...

I assume you're referencing the old 80's modules that utilized the whole "invisible ink" and colored film and not the ones that required a DM and a single player? Those could best be described as solitare modules as opposed to solo (although they were advertised as "solo"). The whole point of the solitare modules (like BSOLO, CM5, MSOL1, etc) were that they specifically required no DM which kind of kills the whole player as DM thing.

If the player is also acting DM in the solitare modules, then all those Choose Your Own Adventure and Which Way books that were also popular back then could be classified as role-playing games with the reader as DM and that just doesn't cut either.


I actually do not recall the details; just remember running a solo mod for myself to test the gameplay and setting. There was no colored film or special ink, though. And they are packed in crates somewhere in storage,

That seems to be a slightly loaded question. If the mod / world allots unlimited gold as part of its play and an integral part of that mod's constructed system, how could it be considered cheating?


I was asked to imagine if I were using commands ito gain gold/ammo in a RTS/ FPS. As I do not actually play either of them, I have no idea if these require special commands or not; just tried to answer the puzzle presented.

But the same generalities applies for me: If the player violates conditions he set for himself, then they may be cheating. If it is a m/p environment, and the players agree to a set of rules, and a Player violates those rules, it may be cheating. If the Player uses varient rather than the Default settings, and is playing solo; not cheating.

I would have to disagree for the simple fact that utilizing the options given to you within the structure of the game is not setting or monitoring the rules, unless the player has access to and is able to make adjustments to the hard-coded elements within the game. The player is not deciding how the rolls are made, what the physics of the environment are, the strength of the creatures (outside the provided difficulty option), the NPCs and their interaction with the player, or anything else within the modules environment which are functions of a DM.


They are though, when they accept the mod itself. The Players choose whether to allow the game to make the rolls, or perhaps to use the console commands; whether to accept the physics of the mod, or vary it,; whether to alter the creatures, interaction, etc. They become the DM.

The best way I can characterize this is by going back to those books all those years ago: The reader could certainly choose to continue to page 36 or the other option to page 15 then, should they not like where the page they chose is going, go back and choose the other option but that doesn't make them a DM. I look at SP mods the same way: you can choose a different direction, different options, restart, respawn, even adjust difficulty, but you aren't really controlling anything in-game but yourself and that is not DMing in my book.


Guess we use different books. If I am running a solo game, I am taking on the mantle of DM and Player. When I break rules that were set by myself (ie; DM), and spoil the gameplay, then I may be cheating. In your book, you allow the default rules of the book to be your DM, I guess.

I think i can understand where the outlook you have comes from, but I can see the other side, if I am understanding it correctly, in that the mod designer has no authority over the player except by proxy but the mod they created most certainly does unless one were to go into the toolset and manually adjust scripts and resources.


I cannot change scripts, but have used the command codes and funtions to alter the resources for play; may have even used the DM Client or Toolset once, but that was to try and make a fix on a door/ bug. It is my game afterall. The mod has no authority, in my book.

I suppose, in closing, I am saying that the only logical way a player can take on a dual role as DM is if they are playing an SP mod that they had created / developed themselves.


Nice stab at compromise, but I disagree. As I am able to alter and change the mod with the tools and commands of my own game, and am the one deciding which rules to use for play, I am both DM and Player,

#148
Skelhorn

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olivier leroux wrote...

Wait a moment, Skelhorn, did I just read between the lines that you're implying sorcerers are evil?

Only the ones who cheat... (unless it's part of their belief system that is) :)

#149
AmstradHero

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Skelhorn wrote...
Although I think we agree on game playing philosophy I have to disagree on your definition of cheating. I stand by what I said before. If you and I play a game of 'Chezz TM' which is played on 64 squares and has no rules. You would need to go a long way to convice me I was cheating. There have to be rules involved for cheating to occur.

We're also no longer playing chess. And if we said we were, people would look at you strangely and wonder what you talking about.

I applaud your different take on the thread, and it has become increasingly obvious that no manner of argument is going to convince people who choose to bend or modify the rules to their whim that they are doing anything out of the ordinary. The distinction, and the choice, is simple:

If someone bends the rules they are either:
(a) No longer playing the same game.
(B) Cheating.

Considering that I doubt anyone would say that they're no longer playing D&D, we're left with option (B). But the people adamantly defending their right to change the rules however they like declare that's not cheating, despite that being the literal definition. It's not subjective if that is the definition of the word. To argue otherwise is almost like saying "giraffe" means "a small domestic animal that barks". Oh well, I guess English isn't what it used to be.

And now I really do think that I've repeated myself enough in this thread. I can only go around in circles so much before getting dizzy and fed up with the discussion.

#150
AndarianTD

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With all due respect to Olivier, I think there is more at stake here than just "labels." Several key factual disagreements have been aired here that aren't just matters of opinion. Those include understanding the nature of games, and the role of rules in how they structure gameplay; and the role of the DM in an RPG, which a number of folks here clearly do not get at all. What's at stake in the discussion? Little to nothing, since it's largely an academic digression.

That is, unless you're a game designer. To us, understanding the nature of games and how to make them (let alone make them good) is of important and professional interest. That's the only reason I've been motivated to post on this thread, long after it had become an exercise in necrotic equine abuse. I've already said what I wanted to say on the subject, though, and don't really have anything further to add.