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
*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="pemerton" data-source="post: 8286059" data-attributes="member: 42582"><p>As has already been posted upthread, this is a complete red herring.</p><p></p><p>For instance, any RPG in which the result of a failed check is not simply <em>nothing happens except the falling of sandgrains through the hourglass</em> will require someone to narrate the consequence of any such failure. That is a classic example of a GM function.</p><p></p><p>It doesn't follow that the GM must, or can do nothing but, narrate the failure having regard to desired future states of the fiction.</p><p></p><p>Here's a concrete example: in Classic Traveller, an attempt to perform a non-ordinary manoeuvre (such as running or jumping) while wearing a vacc suit requires a check. If the check fails, some sort of dangerous situation results. The GM has to decide what that is. When I've had to do this GMing Traveller over the past few years, I've not had regard to what would make for a good story; I've had regard to the fictional situation and hence trying to think up something that would make sense within that context. Most recently, the non-ordinary manoeuvre was a pair of PCs wearing vacc suits on the surface of an ice-world trying to break into a ship via its airlock. Neither PC had vacc suit skill. The checks failed, and the danger I narrated (as best I recall) was an inability to manage the regulation of the internal suit temperature. I know I wasn't thinking about what would make for a good story: I was just trying to think of what might go wrong in that sort of situation!</p><p></p><p>The upshot was that the PCs were captured. The leader of the captors had Leader-1 skill. The system's rules for influencing NPCs say that <em>NPCs will tend to obey the general orders of the character with the highest Leader expertise: Leader-1 is required to control a group of seven or more NPCs, while Leader-3 will allow soldiers to obey orders without hesitation.</em> The player decided that his character would switch allegiances, to side with this NPC. That decision was driven by the fact that the NPC had Leadership ability, and that the character in question had a history of making bad choices under the influence of others. It wasn't driven by an idea of what "the story" should be.</p><p></p><p>There's nothing special about what happened in the session I've just described. I think compared to the sort of play [USER=16586]@Campbell[/USER] prefers it was probably not super-engaged or engaging. I put it forward simply to illustrate that, in fact, it is possible for both GMs and players to make decisions based on a sense of fidelity to the established fiction rather than story curation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8286059, member: 42582"] As has already been posted upthread, this is a complete red herring. For instance, any RPG in which the result of a failed check is not simply [I]nothing happens except the falling of sandgrains through the hourglass[/I] will require someone to narrate the consequence of any such failure. That is a classic example of a GM function. It doesn't follow that the GM must, or can do nothing but, narrate the failure having regard to desired future states of the fiction. Here's a concrete example: in Classic Traveller, an attempt to perform a non-ordinary manoeuvre (such as running or jumping) while wearing a vacc suit requires a check. If the check fails, some sort of dangerous situation results. The GM has to decide what that is. When I've had to do this GMing Traveller over the past few years, I've not had regard to what would make for a good story; I've had regard to the fictional situation and hence trying to think up something that would make sense within that context. Most recently, the non-ordinary manoeuvre was a pair of PCs wearing vacc suits on the surface of an ice-world trying to break into a ship via its airlock. Neither PC had vacc suit skill. The checks failed, and the danger I narrated (as best I recall) was an inability to manage the regulation of the internal suit temperature. I know I wasn't thinking about what would make for a good story: I was just trying to think of what might go wrong in that sort of situation! The upshot was that the PCs were captured. The leader of the captors had Leader-1 skill. The system's rules for influencing NPCs say that [i]NPCs will tend to obey the general orders of the character with the highest Leader expertise: Leader-1 is required to control a group of seven or more NPCs, while Leader-3 will allow soldiers to obey orders without hesitation.[/i] The player decided that his character would switch allegiances, to side with this NPC. That decision was driven by the fact that the NPC had Leadership ability, and that the character in question had a history of making bad choices under the influence of others. It wasn't driven by an idea of what "the story" should be. There's nothing special about what happened in the session I've just described. I think compared to the sort of play [USER=16586]@Campbell[/USER] prefers it was probably not super-engaged or engaging. I put it forward simply to illustrate that, in fact, it is possible for both GMs and players to make decisions based on a sense of fidelity to the established fiction rather than story curation. [/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