Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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 GMing telling the players about the gameworld is not like real life
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="AbdulAlhazred" data-source="post: 7589445" data-attributes="member: 82106"><p>Well, the GM has, even in a fairly liberally story now sort of scene framed approach, the ability to effectively keep success out of the hands of the PCs forever. There needs to be some agreement or mechanism which thus 'creates success' to a degree. This, for me, is still somewhat of an area of exploration in that I would be happy if it was regulated. You can use SC mechanics in this way, but it could become a lot of accounting and whatnot if you take it too far (IE having something like an overarching SC that governs success/failure at the story arc and campaign levels). </p><p></p><p></p><p>One of the aspects of the 'boon' system in HoML has to do with this whole issue of the players holding back and trying to 'nibble the problem to death', which can also be basically a sort of '5 minute workday' kind of affair. </p><p></p><p>In HoML the GM awards boons as outcomes of character action, generally the players may do something like declare a quest, and at the end of it, when it is successful, they acquire the boon(s) associated with it. If they simply dawdle around taking long rests every other time they turn around, then they're never going to get there! The key point being, you go up a level when you acquire a major boon. Its perfectly feasible for the players to simply diddle around and dip their toes in, but they will remain small fry. This is really perfectly acceptable and they could enjoy some modest success over time and play nothing but heroic characters. Its not quite the intended mode of play for this game, but there is a sort of self-regulating aspect to the dynamics there. If the players are ambitious, then they WILL need to take risks.</p><p></p><p>This is actually pretty analogous to the 'level divider' rule in classic D&D where if you're level 1 you might get 10xp for an orc, but if you're level 5 you get 2xp for the same orc (and his treasure is relatively much less worthwhile). In AD&D you can never get to name level without plunging down into the deeper dungeon levels and risking it all, its just mathematically impossible.</p><p></p><p></p><p></p><p>That is a good way of putting it, and it is really just a manifestation of the story teller's mantra "show, don't tell."</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7589445, member: 82106"] Well, the GM has, even in a fairly liberally story now sort of scene framed approach, the ability to effectively keep success out of the hands of the PCs forever. There needs to be some agreement or mechanism which thus 'creates success' to a degree. This, for me, is still somewhat of an area of exploration in that I would be happy if it was regulated. You can use SC mechanics in this way, but it could become a lot of accounting and whatnot if you take it too far (IE having something like an overarching SC that governs success/failure at the story arc and campaign levels). One of the aspects of the 'boon' system in HoML has to do with this whole issue of the players holding back and trying to 'nibble the problem to death', which can also be basically a sort of '5 minute workday' kind of affair. In HoML the GM awards boons as outcomes of character action, generally the players may do something like declare a quest, and at the end of it, when it is successful, they acquire the boon(s) associated with it. If they simply dawdle around taking long rests every other time they turn around, then they're never going to get there! The key point being, you go up a level when you acquire a major boon. Its perfectly feasible for the players to simply diddle around and dip their toes in, but they will remain small fry. This is really perfectly acceptable and they could enjoy some modest success over time and play nothing but heroic characters. Its not quite the intended mode of play for this game, but there is a sort of self-regulating aspect to the dynamics there. If the players are ambitious, then they WILL need to take risks. This is actually pretty analogous to the 'level divider' rule in classic D&D where if you're level 1 you might get 10xp for an orc, but if you're level 5 you get 2xp for the same orc (and his treasure is relatively much less worthwhile). In AD&D you can never get to name level without plunging down into the deeper dungeon levels and risking it all, its just mathematically impossible. That is a good way of putting it, and it is really just a manifestation of the story teller's mantra "show, don't tell." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
Top