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
*TTRPGs General
The Pride Of Blue Rose
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="SMHWorlds" data-source="post: 7718969" data-attributes="member: 6853809"><p>I am not (intentionally) blurring lines at all. I am stating that there is no difference between making a random die roll to determine whether a character did something they want to do and adding a little extra "something" to make the odds more in their own favor. Both are mechanics that can be built into the game (one more traditional than the other) and both can either be seen as working through the character's eyes in their logical world, or as necessary mechanical interlopers designed for conflict resolution. To say dice rolling doesn't pull you out of character but fate points do, seems disingenuous. </p><p></p><p>Especially if:</p><p>1. The points are distributed in a fair way or earned through good role playing</p><p>AND/OR</p><p>2. The GM also has access to the same or a balancing system so that they can prevent characters from blowing through every conflict as if they were gods. </p><p></p><p>It does not (necessarily) give them any more control over the world then they had before, it only sands down the random nature of dice mechanics. Of course some do and some games embrace the idea that players have a degree of authorship over the world. Certainly that is not for everyone.</p><p></p><p>As for the notion of narrative control, I agree it may be best in it's own thread. That said, I also understand what people mean when they talk about narrative control and my feelings about that are that the player, even in a traditional games, have a fair degree of authorship and narrative control, much to the chagrin of frustrated GMs everywhere. This is through both character action AND player action. So for someone to be put off by having to use luck points to alter a given outcome seems strange to me, because players game those outcomes all the time. Weak characters conveniently avoid advanced monsters. Skilled and experienced characters pick on NPCs who they know have no chance to resist their charms. Both of those situations are not organic in play decisions; they are player decisions and they are directing, not so much authoring, as players to protect their characters. I am not saying that is bad, I am saying we do it as players all the time and at the end of the day fate or luck is not really different than what we have been doing. It is just evening or stacking the odds in our favor, which any character would do if they could.</p></blockquote><p></p>
[QUOTE="SMHWorlds, post: 7718969, member: 6853809"] I am not (intentionally) blurring lines at all. I am stating that there is no difference between making a random die roll to determine whether a character did something they want to do and adding a little extra "something" to make the odds more in their own favor. Both are mechanics that can be built into the game (one more traditional than the other) and both can either be seen as working through the character's eyes in their logical world, or as necessary mechanical interlopers designed for conflict resolution. To say dice rolling doesn't pull you out of character but fate points do, seems disingenuous. Especially if: 1. The points are distributed in a fair way or earned through good role playing AND/OR 2. The GM also has access to the same or a balancing system so that they can prevent characters from blowing through every conflict as if they were gods. It does not (necessarily) give them any more control over the world then they had before, it only sands down the random nature of dice mechanics. Of course some do and some games embrace the idea that players have a degree of authorship over the world. Certainly that is not for everyone. As for the notion of narrative control, I agree it may be best in it's own thread. That said, I also understand what people mean when they talk about narrative control and my feelings about that are that the player, even in a traditional games, have a fair degree of authorship and narrative control, much to the chagrin of frustrated GMs everywhere. This is through both character action AND player action. So for someone to be put off by having to use luck points to alter a given outcome seems strange to me, because players game those outcomes all the time. Weak characters conveniently avoid advanced monsters. Skilled and experienced characters pick on NPCs who they know have no chance to resist their charms. Both of those situations are not organic in play decisions; they are player decisions and they are directing, not so much authoring, as players to protect their characters. I am not saying that is bad, I am saying we do it as players all the time and at the end of the day fate or luck is not really different than what we have been doing. It is just evening or stacking the odds in our favor, which any character would do if they could. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Pride Of Blue Rose
Top