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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A case where the 'can try everything' dogma could be a problem
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: 6673531" data-attributes="member: 42582"><p>[MENTION=66434]ExploderWizard[/MENTION] already replied to this, though. Most of the time the GM won't have thought about whether or not there is a box, or broken furniture, or mould on the ceiling, or whatever it is that the player is asking about, <em>until the player asks</em>.</p><p></p><p>So making a decision <em>does</em> depend on whether or not the player asks.</p><p></p><p>If the <em>content</em> of the decision is shaped by the player asking, how does that undermine the illusion of an objective reality? From the point of view of the PC, the world simply is what it is.</p><p></p><p>You, Saelorn, may have a preference that the GM dice in such situations, rather than choose, but that is a fact about you. My own experience tells me that it doesn't generalise universally. I'm not even sure that it is typical.</p><p></p><p>I don't really see why I, as a GM, would want to maintain <em>neutrality</em> as you define it. In particular, I typically am looking for ways to "empower" the players ie to frame them into challenges that they have (via their PCs) the resources and inclination to meaningfully confront.</p><p></p><p>I also don't agree that letting the PCs find the boxes that the players hope will be present significantly "empowers" the players. That depends upon particular assumptions both about how action resolution works, and how scenes are framed.</p><p></p><p>In a skill challenge-style system, for instance, finding the boxes changes the fiction, and hence the permissible action declarations, but doesn't of itself change the need to achieve N successes before 3 failures. And even if finding the boxes does overcome the challenge at hand, nothing stops the GM framing some new challenge downstream of the box episode.</p><p></p><p>No. For instance, requiring a skill check with no retries is a form of rationing that doesn't invoke metagame resources. This is how Burning Wheel does most of its rationing.</p><p></p><p>The other device that BW uses is GM framing: the consequences of failure have to be clear (either stated by the GM, or implicit in the situation). So once the player makes the check, if it fails there is (i) no retry, and (ii) the consequences of failure are now part of the fiction with which the player (and his/her PC) must deal.</p><p></p><p>An exception to this, in BW, is in combat - where, much like D&D, action economy is used for rationing purposes. Eg declaring a Perception check in order to find a chink in your opponent's armour requires spending an action that might otherwise be spent on something else - so if the check fails, you are worse off because there is no chink <em>and</em> you spent an action simply to confirm the status quo.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6673531, member: 42582"] [MENTION=66434]ExploderWizard[/MENTION] already replied to this, though. Most of the time the GM won't have thought about whether or not there is a box, or broken furniture, or mould on the ceiling, or whatever it is that the player is asking about, [I]until the player asks[/I]. So making a decision [I]does[/I] depend on whether or not the player asks. If the [I]content[/I] of the decision is shaped by the player asking, how does that undermine the illusion of an objective reality? From the point of view of the PC, the world simply is what it is. You, Saelorn, may have a preference that the GM dice in such situations, rather than choose, but that is a fact about you. My own experience tells me that it doesn't generalise universally. I'm not even sure that it is typical. I don't really see why I, as a GM, would want to maintain [I]neutrality[/I] as you define it. In particular, I typically am looking for ways to "empower" the players ie to frame them into challenges that they have (via their PCs) the resources and inclination to meaningfully confront. I also don't agree that letting the PCs find the boxes that the players hope will be present significantly "empowers" the players. That depends upon particular assumptions both about how action resolution works, and how scenes are framed. In a skill challenge-style system, for instance, finding the boxes changes the fiction, and hence the permissible action declarations, but doesn't of itself change the need to achieve N successes before 3 failures. And even if finding the boxes does overcome the challenge at hand, nothing stops the GM framing some new challenge downstream of the box episode. No. For instance, requiring a skill check with no retries is a form of rationing that doesn't invoke metagame resources. This is how Burning Wheel does most of its rationing. The other device that BW uses is GM framing: the consequences of failure have to be clear (either stated by the GM, or implicit in the situation). So once the player makes the check, if it fails there is (i) no retry, and (ii) the consequences of failure are now part of the fiction with which the player (and his/her PC) must deal. An exception to this, in BW, is in combat - where, much like D&D, action economy is used for rationing purposes. Eg declaring a Perception check in order to find a chink in your opponent's armour requires spending an action that might otherwise be spent on something else - so if the check fails, you are worse off because there is no chink [I]and[/I] you spent an action simply to confirm the status quo. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A case where the 'can try everything' dogma could be a problem
Top