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.
Community
General Tabletop Discussion
*TTRPGs General
5E: Last Gasp of Theater of Mind D&D? (aka D&D Killed by Windows 10!)
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="Celebrim" data-source="post: 6529544" data-attributes="member: 4937"><p>I'm not saying they are doing it wrong. Quite obviously some people like it. I'm saying I don't see the attraction, and that it can be wrong for a game depending on what the goals of the game are. I'm saying that naively assuming that shared setting backstory creation creates either a more enjoyable game or a more literary game is likely to lead to disappointment.</p><p></p><p></p><p></p><p>I think surreal is one portion of the problem.</p><p></p><p></p><p></p><p>It's incoherent in the sense that I don't think most players actually play to produce a theoretically more literary transcription of play (even if you accept that collaborating on setting backstory in the middle of play is likely to do that), but rather they play to experience the tension of dramatic play from moment to moment. When you can introduce elements to the setting than help resolve those challenges, you're often working against the experience you are trying to achieve.</p><p></p><p></p><p></p><p>The difference is that in the 'give me a FATE point' case, they know that the chandelier wasn't there until they asked about it, and they know they had input in creating it. There is also a big difference in the experience of play something out, and then referring to the rules to find out what happens and in referring to the rules to find out what happens and then playing to justify it. You look at the FATE rule book, and there is example after example of the later, and - not surprisingly - more than a few examples of where the rules decide what happens and they don't bother to play it out (because really, what is the point?). It would be like watching a baseball game when you already know the final score. There's a reason sports reruns aren't tremendously popular.</p><p></p><p>Honestly, the single strongest reason for something like 'give me a FATE point, and I'll give you a chandelier' is probably to avoid table arguments over whether or not some feature of the setting is reasonable. If you look at the examples in the FATE rules, they aren't really about establishing setting, so much as avoiding an argument over how to adjudicate something questionable - whether or not you can speak an obscure language just because your character is a scholar, for example. Making it about a question of spending a player resource takes the potential confrontation out of the adjudication, because it no longer relies on any one player's opinion. Of course, for me the crazy thing about that is that a typical 'indy' style RPG probably relies more heavily on the skill of the GM than even a traditional RPG does. If you can't trust the GM to entertain the players in a dungeon crawl sort of game, you sure as heck can't trust the GM to entertain in a game that by and large depends entirely on the GM's skill as an oral story teller and improvisational actor.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6529544, member: 4937"] I'm not saying they are doing it wrong. Quite obviously some people like it. I'm saying I don't see the attraction, and that it can be wrong for a game depending on what the goals of the game are. I'm saying that naively assuming that shared setting backstory creation creates either a more enjoyable game or a more literary game is likely to lead to disappointment. I think surreal is one portion of the problem. It's incoherent in the sense that I don't think most players actually play to produce a theoretically more literary transcription of play (even if you accept that collaborating on setting backstory in the middle of play is likely to do that), but rather they play to experience the tension of dramatic play from moment to moment. When you can introduce elements to the setting than help resolve those challenges, you're often working against the experience you are trying to achieve. The difference is that in the 'give me a FATE point' case, they know that the chandelier wasn't there until they asked about it, and they know they had input in creating it. There is also a big difference in the experience of play something out, and then referring to the rules to find out what happens and in referring to the rules to find out what happens and then playing to justify it. You look at the FATE rule book, and there is example after example of the later, and - not surprisingly - more than a few examples of where the rules decide what happens and they don't bother to play it out (because really, what is the point?). It would be like watching a baseball game when you already know the final score. There's a reason sports reruns aren't tremendously popular. Honestly, the single strongest reason for something like 'give me a FATE point, and I'll give you a chandelier' is probably to avoid table arguments over whether or not some feature of the setting is reasonable. If you look at the examples in the FATE rules, they aren't really about establishing setting, so much as avoiding an argument over how to adjudicate something questionable - whether or not you can speak an obscure language just because your character is a scholar, for example. Making it about a question of spending a player resource takes the potential confrontation out of the adjudication, because it no longer relies on any one player's opinion. Of course, for me the crazy thing about that is that a typical 'indy' style RPG probably relies more heavily on the skill of the GM than even a traditional RPG does. If you can't trust the GM to entertain the players in a dungeon crawl sort of game, you sure as heck can't trust the GM to entertain in a game that by and large depends entirely on the GM's skill as an oral story teller and improvisational actor. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
5E: Last Gasp of Theater of Mind D&D? (aka D&D Killed by Windows 10!)
Top