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
Blog Post by Robert J. Schwalb
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="Balesir" data-source="post: 6330547" data-attributes="member: 27160"><p>Well, another thread of the same old stuff.</p><p></p><p>Rob's blog was interesting, from a "so this is why 5E is as it seems to be" point of view, but I don't consider it "edition warring" as such. The only part of it that really gives me pause, because I think it describes a belief that I think is not only wrong but deluded in a way that is damaging to good game design, comes in this passage:</p><p></p><p>Let's take a closer look at this.</p><p></p><p>The idea is that unambiguous rules - axioms for game play rather than guidelines intended to inspire "rulings" - do not allow or at least do not encourage creativity, cunning tactics or character acting. They promote nothing more than the (implicitly inferior) "mathematics".</p><p></p><p>Hmm.</p><p></p><p>In 1995 Andrew Wiles published a proof of what had become known as "Fermat's Last Conjecture" (or "Fermat's Last Theorem"). It had taken humanity as a whole since 1637 to figure this problem out. It required supreme cleverness, incredible creativity and, yes, some pretty cunning "tactics" to solve this most tricky of puzzles. And yet, according to this blog, this could not be. Mathematics is based entirely on axioms - rules that are precisely defined independently of observed reality, even though they mirror many things that happen in reality in ways that make mathematics of considerable practical use - and gives no recourse to "rulings" whatsoever.</p><p></p><p>The idea that situations - puzzles, games, whatever - that are based on firm axioms that control what may and may not be done in the activity cannot allow or even encourage creativity, tactics and cleverness is simply wrong. It is wrong both in that it is incorrect and in that it is damaging and misleading to suggest it. It leads, for example, to statements like this one:</p><p></p><p>DMs cannot possibly reward "clever thinking" consistently, because they do not have any monopoly on knowing what "clever thinking" is. They reward <strong><em><u>what they regard as</u></em></strong> clever thinking. This is a different thing.</p><p></p><p>The same applies to the notion that there is a "world first" approach where the "rules of the world" trump the rules of the game. The game world does not exist (except in the sense that it "exists" in the imaginations of the players - meaning that it still cannot have rules since what is in our imaginations has only such rules as the containing mind imposes upon it). What we are really saying, then, when we say "the rules of the game world trump the written game rules" is that the model that the GM has in mind for the game world overrides anything that has been communicated to the players (in the form of "game rules").</p><p></p><p>In this context, what does "DM's reward clevering thinking" (sic) mean? It basically means that if your thinking happens to fit with the GM's model of the game setting (or happens to be something the GM considers "cool" or "clever"), then your thinking will be rewarded. If this is not so, tough luck. There is nothing particularly wrong with this style of assessment; individual aesthetic judgement is used in several other fields, ranging from beauty pageants and flower shows to Olympic figure skating and gymnastics. It would be good, however, to have clearly in view that this is what we are discussing, and not some sort of objectively measured "clever thinking". Andrew Wiles achieved genuine clever thinking in a way that can be assessed completely objectively, relying, as it does, on correctness against established axioms. Persuading someone that your idea is cool/appropriate, while quite praiseworthy in its way, is not really in the same league.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6330547, member: 27160"] Well, another thread of the same old stuff. Rob's blog was interesting, from a "so this is why 5E is as it seems to be" point of view, but I don't consider it "edition warring" as such. The only part of it that really gives me pause, because I think it describes a belief that I think is not only wrong but deluded in a way that is damaging to good game design, comes in this passage: Let's take a closer look at this. The idea is that unambiguous rules - axioms for game play rather than guidelines intended to inspire "rulings" - do not allow or at least do not encourage creativity, cunning tactics or character acting. They promote nothing more than the (implicitly inferior) "mathematics". Hmm. In 1995 Andrew Wiles published a proof of what had become known as "Fermat's Last Conjecture" (or "Fermat's Last Theorem"). It had taken humanity as a whole since 1637 to figure this problem out. It required supreme cleverness, incredible creativity and, yes, some pretty cunning "tactics" to solve this most tricky of puzzles. And yet, according to this blog, this could not be. Mathematics is based entirely on axioms - rules that are precisely defined independently of observed reality, even though they mirror many things that happen in reality in ways that make mathematics of considerable practical use - and gives no recourse to "rulings" whatsoever. The idea that situations - puzzles, games, whatever - that are based on firm axioms that control what may and may not be done in the activity cannot allow or even encourage creativity, tactics and cleverness is simply wrong. It is wrong both in that it is incorrect and in that it is damaging and misleading to suggest it. It leads, for example, to statements like this one: DMs cannot possibly reward "clever thinking" consistently, because they do not have any monopoly on knowing what "clever thinking" is. They reward [B][I][U]what they regard as[/U][/I][/B] clever thinking. This is a different thing. The same applies to the notion that there is a "world first" approach where the "rules of the world" trump the rules of the game. The game world does not exist (except in the sense that it "exists" in the imaginations of the players - meaning that it still cannot have rules since what is in our imaginations has only such rules as the containing mind imposes upon it). What we are really saying, then, when we say "the rules of the game world trump the written game rules" is that the model that the GM has in mind for the game world overrides anything that has been communicated to the players (in the form of "game rules"). In this context, what does "DM's reward clevering thinking" (sic) mean? It basically means that if your thinking happens to fit with the GM's model of the game setting (or happens to be something the GM considers "cool" or "clever"), then your thinking will be rewarded. If this is not so, tough luck. There is nothing particularly wrong with this style of assessment; individual aesthetic judgement is used in several other fields, ranging from beauty pageants and flower shows to Olympic figure skating and gymnastics. It would be good, however, to have clearly in view that this is what we are discussing, and not some sort of objectively measured "clever thinking". Andrew Wiles achieved genuine clever thinking in a way that can be assessed completely objectively, relying, as it does, on correctness against established axioms. Persuading someone that your idea is cool/appropriate, while quite praiseworthy in its way, is not really in the same league. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Blog Post by Robert J. Schwalb
Top