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
Are things like Intimidate/Bluff/Diplomacy too easy?
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: 5606598" data-attributes="member: 42582"><p>This is interesting - that you self-consciously make the switch, and also that you find it takes work.</p><p></p><p>I'm in a different situation as a GM, because I tend to GM only the one long-running campaign for the same established group of players. So my GMing experience has been a gradual transition to self-realisation - reading Lewis Pulsipher and Gygax and Dragon Magazine as a kid made me think that exploration-heavy play <em>was</em> good roleplaying, and so this is what I tried to do, although I wasn't that good at it and it tended to make for boring games. For me the change came (oddly enough, given its simulationist leanings) with AD&D's Oriental Adventures - the change in flavour and context, the suggestions on family relationship charts and political rivalries, etc, all helped me run a game that was a lot more free-flowing and responsive to the players in the framing and resolution of ingame situations.</p><p></p><p>Since then, it's mostly been an ongoing effort to dial down the simulationist mechanics that get in the way of what I want (The Forge has helped me a lot in thinking clearly about this), while still running a pretty traditional fantasy RPG that has the sort of mechanical crunch that I and my players enjoy. Which is why, I think, 4e suits me so well. (I think that Burning Wheel probably would suit my group too, and perhaps The Riddle of Steel, although both perhaps lack that gonzo element that D&D, Rolemaster etc are so good at!)</p><p></p><p>EDIT TO ADD: I sometimes read posts on these forums that suggest that exploration-heavy play, and/or play in which the GM exercise very strong control over theme and story, should be the starting default for RPGing, and that more free-flowing play, in which the GM responds to the players as much as vice versa in shaping gameworld situations, is "trickier" or for more advanced/sophisticated players. The most reductionist version of this thesis (and one which WotC seems to endorse, given some of its introductory scenarios) is that new players should begin with "kick-in-the-door-and-kill-and-loot-the-monsters" play, before graduating to "real" roleplaying.</p><p></p><p>Because I have a very long-running core play group, I haven't introduced all that many players to the hobby, but where I have (either as GM or as a more experienced player helping out a new player) I haven't myself seen much evidence in favour of this notion. At least in my experience, new players can be very keen to get involved in shaping the fiction of the campaign world and the unfolding ingame situation, and to the extent that they hold back it is because they feel resistance from GMs who want to assert sole authority over backstory (shutting down the new player's PC background), and/or authority not only over framing situations but over the resolution of them (ie plot authority, in Forge jargon).</p><p></p><p>I think that this relates, in part at least, to [MENTION=22779]Hussar[/MENTION]'s remarks upthread about trusting the players. For me, it also makes Tomb of Horrors suspect as the apotheosis of the game - that's one way to do it, sure, but by no means the only way.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5606598, member: 42582"] This is interesting - that you self-consciously make the switch, and also that you find it takes work. I'm in a different situation as a GM, because I tend to GM only the one long-running campaign for the same established group of players. So my GMing experience has been a gradual transition to self-realisation - reading Lewis Pulsipher and Gygax and Dragon Magazine as a kid made me think that exploration-heavy play [I]was[/I] good roleplaying, and so this is what I tried to do, although I wasn't that good at it and it tended to make for boring games. For me the change came (oddly enough, given its simulationist leanings) with AD&D's Oriental Adventures - the change in flavour and context, the suggestions on family relationship charts and political rivalries, etc, all helped me run a game that was a lot more free-flowing and responsive to the players in the framing and resolution of ingame situations. Since then, it's mostly been an ongoing effort to dial down the simulationist mechanics that get in the way of what I want (The Forge has helped me a lot in thinking clearly about this), while still running a pretty traditional fantasy RPG that has the sort of mechanical crunch that I and my players enjoy. Which is why, I think, 4e suits me so well. (I think that Burning Wheel probably would suit my group too, and perhaps The Riddle of Steel, although both perhaps lack that gonzo element that D&D, Rolemaster etc are so good at!) EDIT TO ADD: I sometimes read posts on these forums that suggest that exploration-heavy play, and/or play in which the GM exercise very strong control over theme and story, should be the starting default for RPGing, and that more free-flowing play, in which the GM responds to the players as much as vice versa in shaping gameworld situations, is "trickier" or for more advanced/sophisticated players. The most reductionist version of this thesis (and one which WotC seems to endorse, given some of its introductory scenarios) is that new players should begin with "kick-in-the-door-and-kill-and-loot-the-monsters" play, before graduating to "real" roleplaying. Because I have a very long-running core play group, I haven't introduced all that many players to the hobby, but where I have (either as GM or as a more experienced player helping out a new player) I haven't myself seen much evidence in favour of this notion. At least in my experience, new players can be very keen to get involved in shaping the fiction of the campaign world and the unfolding ingame situation, and to the extent that they hold back it is because they feel resistance from GMs who want to assert sole authority over backstory (shutting down the new player's PC background), and/or authority not only over framing situations but over the resolution of them (ie plot authority, in Forge jargon). I think that this relates, in part at least, to [MENTION=22779]Hussar[/MENTION]'s remarks upthread about trusting the players. For me, it also makes Tomb of Horrors suspect as the apotheosis of the game - that's one way to do it, sure, but by no means the only way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Are things like Intimidate/Bluff/Diplomacy too easy?
Top