BryonD said:And MR was clearly complaining about the time those options took. To me that was time well spent and time enjoyed, and time that paid dividends at the table.
Corinth said:The new edition is reducing the DM to being nothing more than a rules arbiter with a sideline of travelogue narrator, and that's if travel has any meaningful presence in the game.
How do comments like this add anything to the discussion?Corinth said:The new edition is reducing the DM to being nothing more than a rules arbiter with a sideline of travelogue narrator, and that's if travel has any meaningful presence in the game.
Except for the fact that the DM chooses the environment the PCs interact with, the NPCs they encounter, the adventures they go on, the encounters they have, the challenges they must overcome and rules on the options the PCs may choose from when generating their characters and probably a bunch of other things that don't immediately leap to mind, the DM is clearly nothing more than a rules arbiter. Except for the fact that you are almost entirely wrong, you're quite right.Corinth said:The new edition is reducing the DM to being nothing more than a rules arbiter with a sideline of travelogue narrator, and that's if travel has any meaningful presence in the game.
ThirdWizard said:I think WotC intends us to look at its stat block more as what it can do in combat and less of a definition of what the monster is. I think the Monster-As-Definition is a part of 3e's highly definitive rule set, which will be done away with in 4e.
Not quite. If the DM is just guessing at what will happen, his control over the game is highly weakened. In other words, lets say the DM wants to create a challenging encounter to make the players scared of Monster X in the future. But, the rules make it difficult to gauge the monster's power, so the PCs wipe the floor wit it. The narrative has been maligned because of difficulty in prediction of the outcome.
shilsen said:I think we're using different definitions for both the DM-player relationship and what affecting it means. For me, personally, the DM-player relationship has much less to do with issues such as narrative control and the use (or disuse) of fiat, and much more to do with interpersonal issues. I game in what Mallus (both a DM and player of mine) called a high-trust environment, and that fact isn't changed by whatever system we use.
FourthBear said:The rules in D&D (all editions) have no control over what the DM selects as a monster. Therefore, in all editions, the DM has most of the narrative control, under this argument. With the exception of random encounter tables, can you tell me where the rules control what the DM selects as a monster? There are tools as to what would represent a challenging encounter, but the DM is under no restriction to use them. There is an assumption that a DM will keep his encounters within a range, but I cannot find any rule in any D&D edition to enforce it.
As a DM, I can plan trivial, easy, challenging, hard or overwhelming challenges. With a good system for predicting the likely outcomes of a given description of challenges, I can manage this reliably. This clearly grants me narrative control. I can choose an entire campaign filled with nothing but easy encounters, if so choose. A good system allows me to do this reliably.
Let us take an extreme example: a game system where the challenge system is utterly predictive. If a DM chooses a easy encounter, the PCs will always succeed with minimal resources expended. If a DM chooses an encounter that will kill one PC, that is also true. If a DM chooses an encounter that kills all party members, this will come true as well. The DM then chooses all of the encounters and how they interact with the party. How in the world can you argue that this does not give narrative control to the DM? Everything he chooses to happen comes true! I would judge it a crappy game, because DMs and players like an actual game rather than a predetermined set of encounters, but that's the result.
The section on the Quest cards notes that they are composed and written by the DM when the players receive a in-game game goal. It describes what the goal of the quest it, who gave it and any other details the DM may wish to give. It's primarily note taking tool. And, yes, it does indeed resemble the quest logs of many CRPGs. It's an interesting idea for making things easier for beginning DMs, but I'm not sure if it's anything I would care to implement.apoptosis said:4E possibly might be giving some of this to the player...dont know the rules yet, these Quest cards *might* be a way of doing this (i just dont know enough to have any analysis of it).
FourthBear said:The section on the Quest cards notes that they are composed and written by the DM when the players receive a in-game game goal. It describes what the goal of the quest it, who gave it and any other details the DM may wish to give. It's primarily note taking tool. And, yes, it does indeed resemble the quest logs of many CRPGs. It's an interesting idea for making things easier for beginning DMs, but I'm not sure if it's anything I would care to implement.