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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
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: 8285601" data-attributes="member: 16814"><p>No. You're starting with a position that the GM is curating the story no matter what, so any option is just the GM choosing for the story anyway. It doesn't matter if the kobold screams or not, because either is the GM telling their story.</p><p></p><p>This utter ignores that the players have input, and the GM can, on a success, give the players their intent, which completely takes it out of the hands of the GM. In my toy example with the kobold, the players clearly do not want to engage the next encounter with their attempt to intimidate the kobold. If the players' action succeeds, then alerting the next encounter on this success is obviously against the intent of the players. I do not have to choose what the kobold does independently -- I can just honor the players' intent when they succeed. This isn't the GM selecting an option for how the kobold acts based on the GM's thinking as for what tells the best story, this is putting the resolution of the action on the mechanics, and then honoring what was staked there -- which is the players' intent.</p><p></p><p>You seem to discount any GM narration that follows from the players intent and the result of the mechanics and instead assume that that GM is, at all times, narrating whatever the GM wants to. This is a flawed model. You may run this way, but it's not the only way to run. And, it makes a difference in play, so the argument that you can't always avoid bias doesn't do much to address this, because this is a much larger distinction that pointing out a bit of bias.</p><p></p><p>Oh, no, if the GM is directly the play to meet with what they think the story should be, that sounds like it includes railroading very easily. It's on you to explain how the GM always choosing to direct play according to what they think the best story is is not a railroad. You can't just say it's not when your entirely argument boils down to it being unavoidable. </p><p></p><p>No. Acknoweledging I am an imperfect being and cannot avoid bias perfectly is not that same thing as saying that I consciously alter outcomes of player actions without regard to the players' intent but instead with regard to what I think best serves telling a good story. This argument of yours is essentially everything is a railroad, it's not worth trying otherwise.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8285601, member: 16814"] No. You're starting with a position that the GM is curating the story no matter what, so any option is just the GM choosing for the story anyway. It doesn't matter if the kobold screams or not, because either is the GM telling their story. This utter ignores that the players have input, and the GM can, on a success, give the players their intent, which completely takes it out of the hands of the GM. In my toy example with the kobold, the players clearly do not want to engage the next encounter with their attempt to intimidate the kobold. If the players' action succeeds, then alerting the next encounter on this success is obviously against the intent of the players. I do not have to choose what the kobold does independently -- I can just honor the players' intent when they succeed. This isn't the GM selecting an option for how the kobold acts based on the GM's thinking as for what tells the best story, this is putting the resolution of the action on the mechanics, and then honoring what was staked there -- which is the players' intent. You seem to discount any GM narration that follows from the players intent and the result of the mechanics and instead assume that that GM is, at all times, narrating whatever the GM wants to. This is a flawed model. You may run this way, but it's not the only way to run. And, it makes a difference in play, so the argument that you can't always avoid bias doesn't do much to address this, because this is a much larger distinction that pointing out a bit of bias. Oh, no, if the GM is directly the play to meet with what they think the story should be, that sounds like it includes railroading very easily. It's on you to explain how the GM always choosing to direct play according to what they think the best story is is not a railroad. You can't just say it's not when your entirely argument boils down to it being unavoidable. No. Acknoweledging I am an imperfect being and cannot avoid bias perfectly is not that same thing as saying that I consciously alter outcomes of player actions without regard to the players' intent but instead with regard to what I think best serves telling a good story. This argument of yours is essentially everything is a railroad, it's not worth trying otherwise. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Allow the Long Rest Recharge to Honor Skilled Play or Disallow it to Ensure a Memorable Story
Top