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: 8285636" data-attributes="member: 16814"><p>Looking at the kobold example, the players declared an action to intimidate the kobold in order to get the kobold to divulge information about the rest of the dungeon. You've argued that, fine, the kobold does this, but can do it in a number of ways, some of which include alerting the next nearby encounter. You've further argued that there's no real difference between options in the sense that all of them are the GM intentionally directing the story.</p><p></p><p>However, I submit that alerting the next encounter is a clearly undesired outcome for the players. Had they known that successfully intimidating the kobold would result in alerting the next encounter, they likely would not have chosen that path, as their goal is to gain information, not start the next encounter without that information. And, so, ANY choice by the GM that includes alerting the next encounter is, in fact, narrating a failure state to the players' intentions with their action. You've chosen to not honor their success, but instead find a way to ignore it and continue with the next encounter. Thus, there's an easy metric by which to determine what the kobold does -- don't thwart the players' success.</p><p></p><p>After that, if we're talking about if the kobold whines, or pledges loyalty, or whatever, so long as these all honor the players' intent and success, there's little real difference. You haven't chosen the outcome based on the best story because the outcome was chosen because it honors the players' intent and success at that intent. The rest is flavor, not story curation.</p><p></p><p>Now, if you use this as an opportunity to have the kobold pledge loyalty so the kobold can join the party and then betray them later, you're back to story curation -- you're choosing the outcome based on a story outcome rather than the result of adjudicating the players' intent and success.</p><p></p><p>This really isn't that complicated a concept.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8285636, member: 16814"] Looking at the kobold example, the players declared an action to intimidate the kobold in order to get the kobold to divulge information about the rest of the dungeon. You've argued that, fine, the kobold does this, but can do it in a number of ways, some of which include alerting the next nearby encounter. You've further argued that there's no real difference between options in the sense that all of them are the GM intentionally directing the story. However, I submit that alerting the next encounter is a clearly undesired outcome for the players. Had they known that successfully intimidating the kobold would result in alerting the next encounter, they likely would not have chosen that path, as their goal is to gain information, not start the next encounter without that information. And, so, ANY choice by the GM that includes alerting the next encounter is, in fact, narrating a failure state to the players' intentions with their action. You've chosen to not honor their success, but instead find a way to ignore it and continue with the next encounter. Thus, there's an easy metric by which to determine what the kobold does -- don't thwart the players' success. After that, if we're talking about if the kobold whines, or pledges loyalty, or whatever, so long as these all honor the players' intent and success, there's little real difference. You haven't chosen the outcome based on the best story because the outcome was chosen because it honors the players' intent and success at that intent. The rest is flavor, not story curation. Now, if you use this as an opportunity to have the kobold pledge loyalty so the kobold can join the party and then betray them later, you're back to story curation -- you're choosing the outcome based on a story outcome rather than the result of adjudicating the players' intent and success. This really isn't that complicated a concept. [/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