Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
2 year campaign down the drain?
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="pemerton" data-source="post: 7976478" data-attributes="member: 42582"><p>Taking your examples at face value, that is <em>not very much</em>.</p><p></p><p>Let's suppose that the GM has decided that the widget is at place X. Then <em>if the players can bring it about that their PCs are at place X </em>- which itself is a whole lot of action resolution that might be resolved via the same methods we're discussing - they <em>might </em>be able to get the GM to answer the question, to which only s/he has the answer, whether or not the widget is at X.</p><p></p><p>In this way of playing, the GM is the one with the (much) greater control over what occurs in the fiction.</p><p></p><p></p><p>I'm not entirely sure what you're saying here.</p><p></p><p>On the one hand, you seem to be saying that if the players want to find the widget and sincerely look for it in some place (like the captain's daughter's hope chest) then they'll find it. Or they won't. Because as a GM, while you're not specific, you do think these things through during your prep and you might decide that the captain does not have the widget, and nor does his daughter, or they do have it but somewhere else.</p><p></p><p>I'm not getting a clear sense of how all this is playing, but to me it does seem to reinforce that the players can't, themselves, establish very much.</p><p></p><p>I'm talking about the players rather than the PCs. (Or, if you prefer, I'm interested in the PCs as mechanical and fictional vehilces whereby the players engage the shared fiction.)</p><p></p><p>What I'm saying is that if the GM is the principal, or only, participant who can establish what signifcant things happens in the fiction (like whether or not the widget is at place X), then s/he has a big responsibility. If the players's PCs end up at place Z, and the players have them look for the widget there, <em>it is on the GM that they fail to find it</em>. And it's on the GM to establish whatever consequence of failure follows from that.</p><p></p><p>If the GM decides that bodyguards turn up, s/he is practically asking for a rumble! Especially in a RPG, like D&D 5e, where the one clear exception to this GM-driven approch to deciding what happens is the combat resolution system.</p><p></p><p>If the GM doesn't want the fighting, don't introduce the bodyguards. There are very many other things that can happen when someone looks in place Z for a widget that is not there.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7976478, member: 42582"] Taking your examples at face value, that is [I]not very much[/I]. Let's suppose that the GM has decided that the widget is at place X. Then [I]if the players can bring it about that their PCs are at place X [/I]- which itself is a whole lot of action resolution that might be resolved via the same methods we're discussing - they [I]might [/I]be able to get the GM to answer the question, to which only s/he has the answer, whether or not the widget is at X. In this way of playing, the GM is the one with the (much) greater control over what occurs in the fiction. I'm not entirely sure what you're saying here. On the one hand, you seem to be saying that if the players want to find the widget and sincerely look for it in some place (like the captain's daughter's hope chest) then they'll find it. Or they won't. Because as a GM, while you're not specific, you do think these things through during your prep and you might decide that the captain does not have the widget, and nor does his daughter, or they do have it but somewhere else. I'm not getting a clear sense of how all this is playing, but to me it does seem to reinforce that the players can't, themselves, establish very much. I'm talking about the players rather than the PCs. (Or, if you prefer, I'm interested in the PCs as mechanical and fictional vehilces whereby the players engage the shared fiction.) What I'm saying is that if the GM is the principal, or only, participant who can establish what signifcant things happens in the fiction (like whether or not the widget is at place X), then s/he has a big responsibility. If the players's PCs end up at place Z, and the players have them look for the widget there, [I]it is on the GM that they fail to find it[/I]. And it's on the GM to establish whatever consequence of failure follows from that. If the GM decides that bodyguards turn up, s/he is practically asking for a rumble! Especially in a RPG, like D&D 5e, where the one clear exception to this GM-driven approch to deciding what happens is the combat resolution system. If the GM doesn't want the fighting, don't introduce the bodyguards. There are very many other things that can happen when someone looks in place Z for a widget that is not there. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
2 year campaign down the drain?
Top