Helldritch
Hero
Thank you for sharing your experience.
Alright, I'm going to start small and precise (due to both time constraints and to clarify/focus conversation) and we can work our way up/out from there.
I think everyone can easily distinguish the "art" component of design and GMing:
- A piece of artwork or a brief narrative is meant to compel/inspire the GM to engage the PCs with the conflict that the picture/commentary captures.
- A player makes an action declaration and the GM decides whether that is genre-off or genre-on and freaking cool (therefore permissible)!
- Maintaining the game's momentum requires the GM to abstract some mostly irrelevant play time that would bog things down.
- Tailoring your campaign to the PCs created.
Stuff like that.
What about this stuff in 5e? For each, qualify it as "more art" or "more science". Then how about "why?"
I think there are some scientific tools that the DM can use to work his art....perhaps that's the best way to summarize it for me.
Someone asserts DMing is "more Art than Science." That's an idiom with a well-known meaning. Why quibble with it's use of the word 'science.'I would like to suggest that the question isn't Science vs Art.
It's Craft versus Art.
Kinda on the nose.Alright, I'm going to start small and precise (due to both time constraints and to clarify/focus conversation) and we can work our way up/out from there.
I think everyone can easily distinguish the "art" component of design and GMing:
- A piece of artwork or a brief narrative is meant to compel/inspire the GM to engage the PCs with the conflict that the picture/commentary captures.
Yes. Art.- A player makes an action declaration and the GM decides whether that is genre-off or genre-on and freaking cool (therefore permissible)!
- Maintaining the game's momentum requires the GM to abstract some mostly irrelevant play time that would bog things down.
- Tailoring your campaign to the PCs created.
Stuff like that.
Game design, 'science,' not the DM's problem.What about this stuff in 5e? For each, qualify it as "more art" or "more science". Then how about "why?"
* Bounded Accuracy
Largely irrelevant.* Scaling a setting map (specifically for a hexcrawl)
Game design, intimately linked to BA, science, not the DM's problem.* The Proficiency System
Design thereof, pseudo-science at best/politics at worst it presents fundamentally imbalanced things as if they were meant to be balanced, when they're barely-theoretically balanceable;* Adventuring Day-based design rather than Encounter-based design
DM's Art. It paints a picture of the world: of the adversaries in that part of it, or the history of the place being explored, etc.* Stocking a dungeon
DM's Art. You're saying something not just about the task but about the character and the flow of the story. Heck, deciding to call for a roll rather than narrate success/failure is part of the DM's Art. So, even though there's a bit of math/'science' if you want to get into chance of success, you've used a lot more Art just getting to that point.* Deciding a DC
A "Dismal" 'science,' at best. The action economy barely scratches the surface of the imponderable variables that go into this, with classes imbalanced to begin with, and day-length shifting those imbalances as well as the difficulty of the combat - generally a wasted effort. DM should trust his Artistic instincts & hard-won experience, instead.* Evaluating CR and then using the Encounter Budget rules
haven't ever glanced at them. So I'd just deploy the DM's Art, instead. ;P* Deploying the Social Interaction (DMG 244-246) conflict resolution mechanics, including playing the NPC coherently with integrity
Good luck.I have a mild Hurricane Irma issue so if I can't get a response up in the next few days, it will be a few days more beyond that, possibly.