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
A Question Of Agency?
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="Manbearcat" data-source="post: 8141833" data-attributes="member: 6696971"><p>Here is my theory on this (and you've heard this before):</p><p></p><p>You've got a group (likely the majority or at least a very large swell) of D&D players (GMs included here) that are cobbling together a huge number of D&D-isms that are often at tension, while simultaneously having left some/a lot of the necessary codified teeth of these D&D-isms behind which give the decisions actual meaning in the greater framework of play.</p><p></p><p>Constituent parts of this:</p><p></p><p>1) All doors (used here as a broad stand-in for discovery points or exploration bottlenecks) potentially need to have meaning/purpose because "time is (allegedly) a resource." HOWEVER, the structure of play has simultaneously removed (a) the tracked and table-facing Exploration Turn as the primary unit of play (replete with all of its attendant management and load-out decisions) and/or (b) there is no "wandering monsters/obstacle clock" and no "required rest cycle" (both of which are integrated with the Exploration Turn structure).</p><p></p><p>In its place you have (c) a roughly opaque, hand-waved kept time (which is no longer a codified unit of play) but (d) no integrated (and table-facing) pressure ("clocks/rest cycle"). </p><p></p><p>Because this tech has been excised (or hand-waved to the point of meaninglessness because all of its teeth are gone), something must supplant it...</p><p></p><p>2) Cue "high resolution is better than lower resolution/process-sim interests" + "people are better simulators than game engines!" Supplant the prior design and aesthetic with this new approach. So we've kept the play-priority at the very top of (1) but removed the structure that actually makes it work and in its place we've anointed "GM as abstract world simulator" + "player buy-in" = roughly the same thing (or better!) as (a) and (b) above. Except its not. Its not "better" and its definitely not the same thing. Its entirely different.</p><p></p><p>3) Couple (1) and (2) above with the well-known reality that the "delve model" that works so well in Basic comes apart when outside of the dungeon (wilderness and urban environments) and as level creep occurs because the setting/situations and the attendant decision-points have so many more axes + spellcasting power creep begins outright obviating a huge number of obstacles/conflicts = the play loop comes apart entirely.</p><p></p><p>4) Now, Dragonlance + 2e + White Wolf metaplot/setting and genre tourism + "immersion/verisimilitude as apex play priority" introduces the "GM as storyteller" agenda to D&D proper. So now we have D&D players who want to bolt-on an entirely new (and deeply at tension with an existing structure that is already bursting or has burst if you're out of the dungeon/level 5+) play priority and aesthetic. However, the existing structure and infrastructure doesn't support it at all (and, again, is at tension with it in many plays), so we give the GM more authority/overhead; "GM as abstract world simulator" "GM as metaplot and/or setting/genre tour guide" + "player buy-in" = roughly the same thing (or better!) as (a) and (b) above. Except, again, its not. Its not "better" and its definitely not the same thing. Its entirely different.</p><p></p><p>5) Trying to juggle legacy play artifacts (which are still wanted) with disparate machinery and play agenda and now we've finally arrived at "Force and Illusionism are required to keep the whole thing together". The problem with that is Force and Illusionism fundamentally violate the skilled play agenda of (1) above. </p><p></p><p>6) Cue the "rules need to get out of the way" and "system doesn't matter" ethoi.</p><p></p><p>[HR][/HR]</p><p></p><p>Roughly put:</p><p></p><p>* A properly run Moldvay Basic game and a properly run 4e game plays and feels absolutely nothing like one of these games.</p><p></p><p>* Competing agendas and system that is at tension (at best) with one or more agendas need to be curated and holistically integrated to better serve the players...or stripped down and supplanted by "GM sorts all this stuff out + we buy in" and happily lived with.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8141833, member: 6696971"] Here is my theory on this (and you've heard this before): You've got a group (likely the majority or at least a very large swell) of D&D players (GMs included here) that are cobbling together a huge number of D&D-isms that are often at tension, while simultaneously having left some/a lot of the necessary codified teeth of these D&D-isms behind which give the decisions actual meaning in the greater framework of play. Constituent parts of this: 1) All doors (used here as a broad stand-in for discovery points or exploration bottlenecks) potentially need to have meaning/purpose because "time is (allegedly) a resource." HOWEVER, the structure of play has simultaneously removed (a) the tracked and table-facing Exploration Turn as the primary unit of play (replete with all of its attendant management and load-out decisions) and/or (b) there is no "wandering monsters/obstacle clock" and no "required rest cycle" (both of which are integrated with the Exploration Turn structure). In its place you have (c) a roughly opaque, hand-waved kept time (which is no longer a codified unit of play) but (d) no integrated (and table-facing) pressure ("clocks/rest cycle"). Because this tech has been excised (or hand-waved to the point of meaninglessness because all of its teeth are gone), something must supplant it... 2) Cue "high resolution is better than lower resolution/process-sim interests" + "people are better simulators than game engines!" Supplant the prior design and aesthetic with this new approach. So we've kept the play-priority at the very top of (1) but removed the structure that actually makes it work and in its place we've anointed "GM as abstract world simulator" + "player buy-in" = roughly the same thing (or better!) as (a) and (b) above. Except its not. Its not "better" and its definitely not the same thing. Its entirely different. 3) Couple (1) and (2) above with the well-known reality that the "delve model" that works so well in Basic comes apart when outside of the dungeon (wilderness and urban environments) and as level creep occurs because the setting/situations and the attendant decision-points have so many more axes + spellcasting power creep begins outright obviating a huge number of obstacles/conflicts = the play loop comes apart entirely. 4) Now, Dragonlance + 2e + White Wolf metaplot/setting and genre tourism + "immersion/verisimilitude as apex play priority" introduces the "GM as storyteller" agenda to D&D proper. So now we have D&D players who want to bolt-on an entirely new (and deeply at tension with an existing structure that is already bursting or has burst if you're out of the dungeon/level 5+) play priority and aesthetic. However, the existing structure and infrastructure doesn't support it at all (and, again, is at tension with it in many plays), so we give the GM more authority/overhead; "GM as abstract world simulator" "GM as metaplot and/or setting/genre tour guide" + "player buy-in" = roughly the same thing (or better!) as (a) and (b) above. Except, again, its not. Its not "better" and its definitely not the same thing. Its entirely different. 5) Trying to juggle legacy play artifacts (which are still wanted) with disparate machinery and play agenda and now we've finally arrived at "Force and Illusionism are required to keep the whole thing together". The problem with that is Force and Illusionism fundamentally violate the skilled play agenda of (1) above. 6) Cue the "rules need to get out of the way" and "system doesn't matter" ethoi. [HR][/HR] Roughly put: * A properly run Moldvay Basic game and a properly run 4e game plays and feels absolutely nothing like one of these games. * Competing agendas and system that is at tension (at best) with one or more agendas need to be curated and holistically integrated to better serve the players...or stripped down and supplanted by "GM sorts all this stuff out + we buy in" and happily lived with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
Top