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="Ovinomancer" data-source="post: 8159404" data-attributes="member: 16814"><p>[USER=6795602]@FrogReaver[/USER] ,</p><p></p><p>To expand on the above, framing is absolutely key. Framing in the games like AW, DW, BitD, and BW are such that they immediately put pressure on the characters or something the characters care about. Your river example puts no immediate pressure on the characters, nothing is put into risk or at stake by the river, and that makes it just a simple bit of flavor in the context of the way these games play. So, it would be perfectly fine if the players generate some fiction to bypass it because it wasn't doing anything else and it's just flavor.</p><p></p><p>A river blocking the way when you're being closely pursued by dangerous enemies, though, that's interesting! And, indeed, the result could be just as you say -- a move by the player, on a success, might indeed bypass the river as an obstacle, but it won't bypass the players being pursued, so it hasn't actually resolved the issue, just one obstacle along the way. And, there's also a lot at stake here -- a failure or complication could have serious outcomes! This is the kind of play that occurs -- the important bit isn't the river, but being chased. And, if you take an action that could lose the pursuit, then you'd see that this kind of action looks very much like the kinds of successful actions to a similar situation in D&D -- a hide or stealth or false trail or.... So, the argument that you can just author a solution to an obstacle ignores that this kind of thing also happens in "mainstream" games. The real difference is if it's the GM establishing all of the fiction of the outcomes or if the players get a say.</p><p></p><p>Another difference in framing is how these games build each next scene. Obstacles in D&D tend to be independent -- the existence of orcs in the next room is largely independent of the locked door to that room. Each is established by the GM as an obstacle, and the players are using their skill and character abilities to navigate the obstacles. Sure, the available resources the characters have is continuously dwindling, but the obstacles are largely independent of each other outside of this. In Story Now, though, there's no such thing as an independent obstacle -- each one in the chain is entirely dependent on the way the previous ones resolved. So, to get to the river example, it really need that larger context to be understood inside the Story Now games' frameworks. The river as an independent obstacle doesn't make any sense and can't be successfully analyzed because it would never happen.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8159404, member: 16814"] [USER=6795602]@FrogReaver[/USER] , To expand on the above, framing is absolutely key. Framing in the games like AW, DW, BitD, and BW are such that they immediately put pressure on the characters or something the characters care about. Your river example puts no immediate pressure on the characters, nothing is put into risk or at stake by the river, and that makes it just a simple bit of flavor in the context of the way these games play. So, it would be perfectly fine if the players generate some fiction to bypass it because it wasn't doing anything else and it's just flavor. A river blocking the way when you're being closely pursued by dangerous enemies, though, that's interesting! And, indeed, the result could be just as you say -- a move by the player, on a success, might indeed bypass the river as an obstacle, but it won't bypass the players being pursued, so it hasn't actually resolved the issue, just one obstacle along the way. And, there's also a lot at stake here -- a failure or complication could have serious outcomes! This is the kind of play that occurs -- the important bit isn't the river, but being chased. And, if you take an action that could lose the pursuit, then you'd see that this kind of action looks very much like the kinds of successful actions to a similar situation in D&D -- a hide or stealth or false trail or.... So, the argument that you can just author a solution to an obstacle ignores that this kind of thing also happens in "mainstream" games. The real difference is if it's the GM establishing all of the fiction of the outcomes or if the players get a say. Another difference in framing is how these games build each next scene. Obstacles in D&D tend to be independent -- the existence of orcs in the next room is largely independent of the locked door to that room. Each is established by the GM as an obstacle, and the players are using their skill and character abilities to navigate the obstacles. Sure, the available resources the characters have is continuously dwindling, but the obstacles are largely independent of each other outside of this. In Story Now, though, there's no such thing as an independent obstacle -- each one in the chain is entirely dependent on the way the previous ones resolved. So, to get to the river example, it really need that larger context to be understood inside the Story Now games' frameworks. The river as an independent obstacle doesn't make any sense and can't be successfully analyzed because it would never happen. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A Question Of Agency?
Top