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
*TTRPGs General
Burning Questions: What's the Worst Thing a DM Can Do?
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="Jay Verkuilen" data-source="post: 7758622" data-attributes="member: 6873517"><p>I think the really big difference here is "as-is". My general mindset is that the game designers lay out a framework and it's up to me to interpret that or alter to suit my needs. I do know a number of folks who are much more "as-is" players, though. </p><p></p><p>In my view, the designers lay out different levels of rule. Many things they lay out are primarily just suggestions or basic guidance. The general "the DM asks 'what do you do?' and the player calls for something" is basic guidance. Most of the time it's a good idea. In your case you consider it something the DM should do all the time; I'm willing to violate it in some cases when I think it heightens tension or moves the game along faster, though from thinking about it most of the time I'm probably in the 'what do you do?' camp. I'm also a user of things like informational rolls, which, while not directly listed in the rules, aren't a massive stretch from them. Other things the designers write are much more binding, such as how a particular power works. I would obviously think more carefully about an outright rule change, such as something that shifts the math or would markedly alter the power level of a character type. </p><p></p><p>Some things fall into the "live with it" category. (Even Mike Mearls said he considers cyclic initiative a "live with it" for him.) You've indicated that the way saves work in 5E is like that for you. I too dislike them and have, at the current time, chosen to live with them rather than fix them up to be more to my liking. Partly this is because the people I play with haven't been enamored of a substantial change. </p><p></p><p>By contrast, I think your choice is really about whether you like the game as written or not. I don't actually much care about that. If I don't like something or want it to shift, I change it. </p><p></p><p>My favorite game is the heavily house ruled 2E I've played for many years. It's recognizably build on the 2E chassis, but it's definitely its own thing, having borrowed ideas from later editions (e.g., 4E movement rules or delay and ready). Of course, I'm not running this in any kind of organized play and have run it with a fairly small group of players, all of whom know how things go from long use. </p><p></p><p>Anyway, interesting discussion.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7758622, member: 6873517"] I think the really big difference here is "as-is". My general mindset is that the game designers lay out a framework and it's up to me to interpret that or alter to suit my needs. I do know a number of folks who are much more "as-is" players, though. In my view, the designers lay out different levels of rule. Many things they lay out are primarily just suggestions or basic guidance. The general "the DM asks 'what do you do?' and the player calls for something" is basic guidance. Most of the time it's a good idea. In your case you consider it something the DM should do all the time; I'm willing to violate it in some cases when I think it heightens tension or moves the game along faster, though from thinking about it most of the time I'm probably in the 'what do you do?' camp. I'm also a user of things like informational rolls, which, while not directly listed in the rules, aren't a massive stretch from them. Other things the designers write are much more binding, such as how a particular power works. I would obviously think more carefully about an outright rule change, such as something that shifts the math or would markedly alter the power level of a character type. Some things fall into the "live with it" category. (Even Mike Mearls said he considers cyclic initiative a "live with it" for him.) You've indicated that the way saves work in 5E is like that for you. I too dislike them and have, at the current time, chosen to live with them rather than fix them up to be more to my liking. Partly this is because the people I play with haven't been enamored of a substantial change. By contrast, I think your choice is really about whether you like the game as written or not. I don't actually much care about that. If I don't like something or want it to shift, I change it. My favorite game is the heavily house ruled 2E I've played for many years. It's recognizably build on the 2E chassis, but it's definitely its own thing, having borrowed ideas from later editions (e.g., 4E movement rules or delay and ready). Of course, I'm not running this in any kind of organized play and have run it with a fairly small group of players, all of whom know how things go from long use. Anyway, interesting discussion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Burning Questions: What's the Worst Thing a DM Can Do?
Top