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
*TTRPGs General
A Discussion in Game Design: The 15 minute work day.
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="jgbrowning" data-source="post: 5268666" data-attributes="member: 5724"><p>There's two answers to this "problem" based upon if you build the game world around the players (the challenge of a location changes based upon PC power) or if you build the game world independent of the players (the challenges of a location do not change based upon PC power). </p><p></p><p>If you do the former - just make the challenges harder - you've already admitted that scaling the world to fit the player's abilities is acceptable, so just do it again.</p><p></p><p>If you do the latter - you wouldn't care. The PCs are playing smartly.</p><p></p><p>The "problem" with the 15-minute work day is that the GM has a mental construct of "how things are supposed to happen" that the players playing smartly and sitting down to rest is disturbing enough that a smart tactical option is considered a "problem."</p><p></p><p>In other words, <strong>narrative desire </strong>- the desire to have a "plot" or a "story" - is being impinged upon because the GM desires things to happen in a certain way. We're the GM impartial and relying upon the players to drive the game (as opposed to a "plot") there is no more a feeling of unease or dissatisfaction from the 15-minute work day than one gets from from when the players use any other of their available options to perform better as a group.</p><p></p><p>IMO, because of the above, the problem of the 15-minute work day is wanting to <strong>play a story </strong>and not <strong>play a game</strong>.</p><p></p><p></p><p></p><p>Exactly. AD&D has the "world exists independent of the character's power" as the default.</p><p></p><p></p><p></p><p>No, you just re-scale the encounter according to the current 4e guidelines. The real problem is the desire a GM has for something to happen the way temporally expected.</p><p></p><p>Finally, if everyone would think of some of the fun action movies or stories they enjoy, almost invariably, one will find a <strong>narrative </strong>reason as to why the 15 minute work day didn't happen. It's not like John McClain wouldn't have taken a week off to rest during Die Hard. It's not like Frodo and Sam wouldn't have rested had they that option. It's not like Rocky wouldn't have rested during the fight with Apollo.</p><p></p><p>If a GM demands a narrative exist, he or she needs to learn to create narratives that make the 15 minute work week "problem" impossible or simply be willing to have the end of the world happen and everybody dies game over man, if the PCs decide to rest anyway. The fact that "the end of the world" isn't <strong>narratively pleasing </strong>contributes heavily to the belief that the 15 minute work week is a "problem." GMs thinking "I want this to happen, but they're resting even though everything should blow up... how do I change the world so what I want to happen happens regardless."</p><p></p><p>In summation, IMO it's the GMs desire to control what the players do that makes a "problem" out of the 15 minute work-day. And that's probably all I have to say on the subject as I'd probably just end up repeating myself if I keep posting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 5268666, member: 5724"] There's two answers to this "problem" based upon if you build the game world around the players (the challenge of a location changes based upon PC power) or if you build the game world independent of the players (the challenges of a location do not change based upon PC power). If you do the former - just make the challenges harder - you've already admitted that scaling the world to fit the player's abilities is acceptable, so just do it again. If you do the latter - you wouldn't care. The PCs are playing smartly. The "problem" with the 15-minute work day is that the GM has a mental construct of "how things are supposed to happen" that the players playing smartly and sitting down to rest is disturbing enough that a smart tactical option is considered a "problem." In other words, [B]narrative desire [/B]- the desire to have a "plot" or a "story" - is being impinged upon because the GM desires things to happen in a certain way. We're the GM impartial and relying upon the players to drive the game (as opposed to a "plot") there is no more a feeling of unease or dissatisfaction from the 15-minute work day than one gets from from when the players use any other of their available options to perform better as a group. IMO, because of the above, the problem of the 15-minute work day is wanting to [B]play a story [/B]and not [B]play a game[/B]. Exactly. AD&D has the "world exists independent of the character's power" as the default. No, you just re-scale the encounter according to the current 4e guidelines. The real problem is the desire a GM has for something to happen the way temporally expected. Finally, if everyone would think of some of the fun action movies or stories they enjoy, almost invariably, one will find a [B]narrative [/B]reason as to why the 15 minute work day didn't happen. It's not like John McClain wouldn't have taken a week off to rest during Die Hard. It's not like Frodo and Sam wouldn't have rested had they that option. It's not like Rocky wouldn't have rested during the fight with Apollo. If a GM demands a narrative exist, he or she needs to learn to create narratives that make the 15 minute work week "problem" impossible or simply be willing to have the end of the world happen and everybody dies game over man, if the PCs decide to rest anyway. The fact that "the end of the world" isn't [B]narratively pleasing [/B]contributes heavily to the belief that the 15 minute work week is a "problem." GMs thinking "I want this to happen, but they're resting even though everything should blow up... how do I change the world so what I want to happen happens regardless." In summation, IMO it's the GMs desire to control what the players do that makes a "problem" out of the 15 minute work-day. And that's probably all I have to say on the subject as I'd probably just end up repeating myself if I keep posting. :) joe b. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Discussion in Game Design: The 15 minute work day.
Top