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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Umbran" data-source="post: 7456187" data-attributes="member: 177"><p>Oh, really? You sure?</p><p></p><p>AD&D (1e) DMG, pg 110: Conducting The Game</p><p></p><p><span style="font-size: 12px"><em>"In many situations it is correct and fun to have the players dice things such as melee hits and saving throws. However, it is your right to control the dice at any time and to roll dice for the players. You might do this to keep them from knowing a specific fact. You might also want to give them an edge in finding a particular clue.... You do have every right to overrule the dice at any time if there is a particular course of events that you would like to have occur."</em></span></p><p></p><p>Those are the words of Gary Gygax. Nothing more "traditional" than that! Clearly, the most traditional tenets of role-playing games are *NOT* of totally impartially adjudicated uncertainty. When a Gygaxian GM wants something to happen a certain way, it happens, action resolution system be darned! Your having action resolution be inviolate is the new-fangled, non-traditional thing, I dare say. As far as Gygax was concerned, the GM most certainly had some say in what way things were going to go.</p><p></p><p>Be that as it may, I'm not trying to advocate mucking with the action resolution system. Quite the contrary - I'm talking more about influencing what choice of actions the players make, not about influencing how those actions are resolved once chosen. I'm talking about an action resolution system that rewards a type of play *naturally*, without the GM having to intervene directly in the course of play! </p><p></p><p>Alternatively, a few of the things I mentioned are probably best handled by adventure design that encourages one style of play over another, without touching the rules.</p><p></p><p>There's more than one way for the GM to set up the rewards for playstyle.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7456187, member: 177"] Oh, really? You sure? AD&D (1e) DMG, pg 110: Conducting The Game [SIZE=3][i]"In many situations it is correct and fun to have the players dice things such as melee hits and saving throws. However, it is your right to control the dice at any time and to roll dice for the players. You might do this to keep them from knowing a specific fact. You might also want to give them an edge in finding a particular clue.... You do have every right to overrule the dice at any time if there is a particular course of events that you would like to have occur."[/i][/SIZE] Those are the words of Gary Gygax. Nothing more "traditional" than that! Clearly, the most traditional tenets of role-playing games are *NOT* of totally impartially adjudicated uncertainty. When a Gygaxian GM wants something to happen a certain way, it happens, action resolution system be darned! Your having action resolution be inviolate is the new-fangled, non-traditional thing, I dare say. As far as Gygax was concerned, the GM most certainly had some say in what way things were going to go. Be that as it may, I'm not trying to advocate mucking with the action resolution system. Quite the contrary - I'm talking more about influencing what choice of actions the players make, not about influencing how those actions are resolved once chosen. I'm talking about an action resolution system that rewards a type of play *naturally*, without the GM having to intervene directly in the course of play! Alternatively, a few of the things I mentioned are probably best handled by adventure design that encourages one style of play over another, without touching the rules. There's more than one way for the GM to set up the rewards for playstyle. [/QUOTE]
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