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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
At Your 5E Table, How Is It Agreed upon That the PCs Do Stuff Other than Attack?
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="jgsugden" data-source="post: 9076148" data-attributes="member: 2629"><p>It can be, and often is, entirely obvious what a player is trying to achieve when saying they want to roll a perception check. I'm really not sure how you can think otherwise given how often I've seen it as pretty much every table I've played at in the 5E era.</p><p></p><p>In these instances it is a shorthand for the the longer description you are requiring. It ends up meaning the same thing ... but just comes out in a fraction of the time. </p><p></p><p>So if it means the same thing, why is it potentially a bad thing to ask them to spell it out? </p><p></p><p>For one thing, pacing. Detail is slow. Detail kills momentum. Drawn out detail can be used to create suspense ... but it also inherently slows the pace. It is great for tension, like in a good gothic horror tale - but lousy for high modern action movie moments like you'd find in Marvel or John Wick movies. Robert Jordan was lousy with this in Wheel of Time as he hampered his action sequences in ways that read more like an encoclopedia entry than exciting and engaging storytelling that leap from one climax to the next. Geesh - Robert - We don't need to know the history of the weaver that wove the carpet that the Trolloc stepped on! Just read this paragraph and look at how the addition of more and more language slows the point and changes the tone.</p><p></p><p>For another thing, it is repetitive. Repeating the same style over and over creates a monotone approach. Training players to answer in a certain way, every time, lest the face a request to rephrase ... well, you may get the Pavlovian response you're seeking, but it ends up providing a similar element to all of your action and storytelling. As you change pace, verbiage, and tonality in your voice players naturally adjust their own - and pushing them back towards the requested method of response hampers your own ability to move the story in different directions.</p><p></p><p>Additionally, it boxes you into holes as a DM. Every approach has limitations. Some reveal too much information. Some hide too much. Some create too much tension. Others result in not enough. Some encourage comedy, while others discourage it. By using a variety of methods, and especially by allowing them to flow dynamically and naturally as players respond to the stimulation you provide, you can work around the limitations that come with any one approach. Pulling players back into one structure over and over limits your versatility.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9076148, member: 2629"] It can be, and often is, entirely obvious what a player is trying to achieve when saying they want to roll a perception check. I'm really not sure how you can think otherwise given how often I've seen it as pretty much every table I've played at in the 5E era. In these instances it is a shorthand for the the longer description you are requiring. It ends up meaning the same thing ... but just comes out in a fraction of the time. So if it means the same thing, why is it potentially a bad thing to ask them to spell it out? For one thing, pacing. Detail is slow. Detail kills momentum. Drawn out detail can be used to create suspense ... but it also inherently slows the pace. It is great for tension, like in a good gothic horror tale - but lousy for high modern action movie moments like you'd find in Marvel or John Wick movies. Robert Jordan was lousy with this in Wheel of Time as he hampered his action sequences in ways that read more like an encoclopedia entry than exciting and engaging storytelling that leap from one climax to the next. Geesh - Robert - We don't need to know the history of the weaver that wove the carpet that the Trolloc stepped on! Just read this paragraph and look at how the addition of more and more language slows the point and changes the tone. For another thing, it is repetitive. Repeating the same style over and over creates a monotone approach. Training players to answer in a certain way, every time, lest the face a request to rephrase ... well, you may get the Pavlovian response you're seeking, but it ends up providing a similar element to all of your action and storytelling. As you change pace, verbiage, and tonality in your voice players naturally adjust their own - and pushing them back towards the requested method of response hampers your own ability to move the story in different directions. Additionally, it boxes you into holes as a DM. Every approach has limitations. Some reveal too much information. Some hide too much. Some create too much tension. Others result in not enough. Some encourage comedy, while others discourage it. By using a variety of methods, and especially by allowing them to flow dynamically and naturally as players respond to the stimulation you provide, you can work around the limitations that come with any one approach. Pulling players back into one structure over and over limits your versatility. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
At Your 5E Table, How Is It Agreed upon That the PCs Do Stuff Other than Attack?
Top