Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
Pemertonian Scene Framing and 4e DMing Restarted
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 6090891" data-attributes="member: 27160"><p>I can't speak for [MENTION=99817]chaochou[/MENTION], who I managed to xp for that excellent post (yay!), but my experience was similar to what he describes and I'll comment on that. The main early games that we tried (with very variable levels of success) were Everway and Theatrix. I ran World of Darkness with Theatrix systems, for a while, because the "official" systems I didn't find to be helpful in any way. It was interesting, rather than a roaring success, and it was towards the end of it that I first saw the stuff starting to come out on The Forge.</p><p></p><p>Theatrix, just FYI, is/was a diceless system where the GM decided all outcomes (a classic example of "if the GM can just get the right system, the game will be awesome!" - yeah, you can guess how well <em>that</em> went!). It did have some very interesting stuff on skills, though, that would serve me well later. Rather than the level of skill determining the proportion of the time you succeeded (since that was entirely up to the GM, for the "story"), it talked about a "locus of control". The best way I have to explain this is by example:</p><p></p><p>This sort of thing comes in handy for trying to imagine scenarios for things like Come and Get It... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>The other thing it did was give each character a "key expertise role". This could be anything - "Doctor", maybe. If the player of the character with an appropriate role made a statement about something, then in the game being played that statement would be true. So, if I'm "The Doctor" and I say "she has the symptoms of hypercaemia - if we don't get her to a hospital in about an hour she'll probably die!" then that is the way it is - even if some player who is a real-world doctor points out that there is no such condition as "hypercaemia" (and before anyone shouts, there might even be one - I have no idea!).</p><p></p><p>So - those were pretty flawed and variable games - but they were at least trying things that were genuinely different, and eventually hit on some good formulae.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6090891, member: 27160"] I can't speak for [MENTION=99817]chaochou[/MENTION], who I managed to xp for that excellent post (yay!), but my experience was similar to what he describes and I'll comment on that. The main early games that we tried (with very variable levels of success) were Everway and Theatrix. I ran World of Darkness with Theatrix systems, for a while, because the "official" systems I didn't find to be helpful in any way. It was interesting, rather than a roaring success, and it was towards the end of it that I first saw the stuff starting to come out on The Forge. Theatrix, just FYI, is/was a diceless system where the GM decided all outcomes (a classic example of "if the GM can just get the right system, the game will be awesome!" - yeah, you can guess how well [I]that[/I] went!). It did have some very interesting stuff on skills, though, that would serve me well later. Rather than the level of skill determining the proportion of the time you succeeded (since that was entirely up to the GM, for the "story"), it talked about a "locus of control". The best way I have to explain this is by example: This sort of thing comes in handy for trying to imagine scenarios for things like Come and Get It... ;) The other thing it did was give each character a "key expertise role". This could be anything - "Doctor", maybe. If the player of the character with an appropriate role made a statement about something, then in the game being played that statement would be true. So, if I'm "The Doctor" and I say "she has the symptoms of hypercaemia - if we don't get her to a hospital in about an hour she'll probably die!" then that is the way it is - even if some player who is a real-world doctor points out that there is no such condition as "hypercaemia" (and before anyone shouts, there might even be one - I have no idea!). So - those were pretty flawed and variable games - but they were at least trying things that were genuinely different, and eventually hit on some good formulae. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
Pemertonian Scene Framing and 4e DMing Restarted
Top