Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Character play vs Player play
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="Manbearcat" data-source="post: 6437357" data-attributes="member: 6696971"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=29398" target="_blank">Lanefan</a></u></strong></em> , @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=10479" target="_blank">Mark CMG</a></u></strong></em> , @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6775031" target="_blank">Saelorn</a></u></strong></em> , if you would, please take a look at the below and give me your analysis on a - g at the bottom. Specifically I'm looking for if you would describe thinigs in whatever terms you've (or others) used in this thread. Terms such as trad, deviant from RPGing, storygaming, unorthodox metagaming but still RPGing. Whathaveyou. Then make plain your reasoning. Please and thanks.</p><p></p><p></p><p>1) The player is playing a swashbuckler archetype character.</p><p></p><p>2) I'm going to contrive the (bog standard imo) GM exposition of the opening to a quick scene below:</p><p></p><p></p><p></p><p>Because they aren't actually there to take in the sensory information, each player will then in-fill the rest of the details of the scene. They'll hone the resolution as is required for them to personally imagine it. Consequently, every other aspect of the scene exists in a state of sort of quantum superposition until the conversation of play formally establishes it, or not, into the shared-imaginary space. These other scene elements that they are imagining are everywhere at once (spatially with respect to other objects - some of those, again, not formally established yet - and themelves) and nowhere. That is until those scene elements are invoked and formally established within the fiction via play procedures (which includes mundane conversation between GM and PC). A sort of triangulation such that each of the players (GM included) slowly possess some measure (certainly not remotely absolute) of uniformity between their shared imaginary spaces.</p><p></p><p>3) What the "beard" and the "alley boxes" are in terms of player action declaration and resolution are "assets." So I'm just going to call them that. </p><p></p><p>4) For the player/character in 1 above in scene 2 above, procedurally, here are some possibilities on how an asset that wasn't canvassed at the genesis of the scene might be established:</p><p></p><p style="margin-left: 20px">a) Player invokes their "Swashbuckle" cheracter resource/ability that they can use 1/scene. "Chandeliers, banisters, swinging ropes, damsels in distress. Do something awesome!" The player declares there to be a huge tapestry suspended from the rafters via ropes. He expends his 1/scene resource and uses it to "do Swashbuckley stuff," no mechanical resolution necessary.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">b) Player wants the imbibed spirits to be highly flammable and spilled all over the floor around and on a specific table. He exchanges a token with the GM in order to add a scene element dice to his pool, declares an action, and rolls to resolve the action and discover the outcome.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">c) Player has a character resource/move that stiuplates "When you need it, there is usually a chandelier, rope, window, cart, easily-spooked herd of livestock, or similar unusual environmental hazard handy in any situation in which it would be convenient for you and remotely plausible. Roll Dex." Depending on how well the player rolls, they get to choose 1 - 3 options which (i) confirms fictional elements of the scene and their classification as assets and (ii) resolves the player's action. For instance:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* You end up exactly where you want to be. </p> <p style="margin-left: 20px">* Your enemies are stymied by the objects you've used.</p> <p style="margin-left: 20px">* Deal your damage to an enemy.</p> <p style="margin-left: 20px">* Onlookers gasp in awe of your acrobatic bravado! Take +1 forward.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">d) Player tells the GM that their character knows the monkey and they want to stunt with that monkey. He says he knows the trainer of the monkey and knows a code-word for it to become agitated and commence to ensuing hijinks. The GM says "prove it and roll the dice." The player deploys his character resource skill Streetwise or his character resource "A Lover in Every Port" background, explains his intent and justification as transparently as possible, and rolls the dice. They come up as success. Cool, Swashbuckley stuff happens with the monkey as they distract the villains or otherwise cause them some problems.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">e) Player asks the GM if there are thick, heavy drapes on tall windows and if some of his enemies' tables are near those windows. The GM, having not iterated every detail of the tavern situation (intentionally), certainly thinks the player proposal is (i) plausible, (ii) within genre, (iii) good faith and not outright gaming the GM for an auto-win that makes a mockery of the play agenda, and (iv) engenders player proactivity. The GM says "sure", as he always does on player proposals concerning details not yet established within a scene and i - iv are met. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">f) Player has a character resource called Tavern Brawler. When the player deploys this it mandates that there is always "stuff" in a tavern encounter/scene that serves as obstacles/negative terrain for his enemies and assets/positive terrain for him. As an outcome-base-effect, it stipulates that within the fiction, there is now a zone of difficult terrain for everyone but him, in which they give up combat advantage and he has minor cover. The player describes the fictional accompaniment as him flipping over tables and prior unestablished casks breaking and wetting the floor as he swashbuckles in.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">g) Player asks the GM if there is a fairly benign scene element that may give the players a modicum of advantage. The GM thinks it would be 50:50 from a plausibility perspective, but doesn't want there to be this scene element. The GM decides to make a show of rolling some irrelevant dice behind a screen and then says "no."</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6437357, member: 6696971"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=29398"]Lanefan[/URL][/U][/B][/I] , @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=10479"]Mark CMG[/URL][/U][/B][/I] , @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6775031"]Saelorn[/URL][/U][/B][/I] , if you would, please take a look at the below and give me your analysis on a - g at the bottom. Specifically I'm looking for if you would describe thinigs in whatever terms you've (or others) used in this thread. Terms such as trad, deviant from RPGing, storygaming, unorthodox metagaming but still RPGing. Whathaveyou. Then make plain your reasoning. Please and thanks. 1) The player is playing a swashbuckler archetype character. 2) I'm going to contrive the (bog standard imo) GM exposition of the opening to a quick scene below: Because they aren't actually there to take in the sensory information, each player will then in-fill the rest of the details of the scene. They'll hone the resolution as is required for them to personally imagine it. Consequently, every other aspect of the scene exists in a state of sort of quantum superposition until the conversation of play formally establishes it, or not, into the shared-imaginary space. These other scene elements that they are imagining are everywhere at once (spatially with respect to other objects - some of those, again, not formally established yet - and themelves) and nowhere. That is until those scene elements are invoked and formally established within the fiction via play procedures (which includes mundane conversation between GM and PC). A sort of triangulation such that each of the players (GM included) slowly possess some measure (certainly not remotely absolute) of uniformity between their shared imaginary spaces. 3) What the "beard" and the "alley boxes" are in terms of player action declaration and resolution are "assets." So I'm just going to call them that. 4) For the player/character in 1 above in scene 2 above, procedurally, here are some possibilities on how an asset that wasn't canvassed at the genesis of the scene might be established: [INDENT]a) Player invokes their "Swashbuckle" cheracter resource/ability that they can use 1/scene. "Chandeliers, banisters, swinging ropes, damsels in distress. Do something awesome!" The player declares there to be a huge tapestry suspended from the rafters via ropes. He expends his 1/scene resource and uses it to "do Swashbuckley stuff," no mechanical resolution necessary. b) Player wants the imbibed spirits to be highly flammable and spilled all over the floor around and on a specific table. He exchanges a token with the GM in order to add a scene element dice to his pool, declares an action, and rolls to resolve the action and discover the outcome. c) Player has a character resource/move that stiuplates "When you need it, there is usually a chandelier, rope, window, cart, easily-spooked herd of livestock, or similar unusual environmental hazard handy in any situation in which it would be convenient for you and remotely plausible. Roll Dex." Depending on how well the player rolls, they get to choose 1 - 3 options which (i) confirms fictional elements of the scene and their classification as assets and (ii) resolves the player's action. For instance: * You end up exactly where you want to be. * Your enemies are stymied by the objects you've used. * Deal your damage to an enemy. * Onlookers gasp in awe of your acrobatic bravado! Take +1 forward. d) Player tells the GM that their character knows the monkey and they want to stunt with that monkey. He says he knows the trainer of the monkey and knows a code-word for it to become agitated and commence to ensuing hijinks. The GM says "prove it and roll the dice." The player deploys his character resource skill Streetwise or his character resource "A Lover in Every Port" background, explains his intent and justification as transparently as possible, and rolls the dice. They come up as success. Cool, Swashbuckley stuff happens with the monkey as they distract the villains or otherwise cause them some problems. e) Player asks the GM if there are thick, heavy drapes on tall windows and if some of his enemies' tables are near those windows. The GM, having not iterated every detail of the tavern situation (intentionally), certainly thinks the player proposal is (i) plausible, (ii) within genre, (iii) good faith and not outright gaming the GM for an auto-win that makes a mockery of the play agenda, and (iv) engenders player proactivity. The GM says "sure", as he always does on player proposals concerning details not yet established within a scene and i - iv are met. f) Player has a character resource called Tavern Brawler. When the player deploys this it mandates that there is always "stuff" in a tavern encounter/scene that serves as obstacles/negative terrain for his enemies and assets/positive terrain for him. As an outcome-base-effect, it stipulates that within the fiction, there is now a zone of difficult terrain for everyone but him, in which they give up combat advantage and he has minor cover. The player describes the fictional accompaniment as him flipping over tables and prior unestablished casks breaking and wetting the floor as he swashbuckles in. g) Player asks the GM if there is a fairly benign scene element that may give the players a modicum of advantage. The GM thinks it would be 50:50 from a plausibility perspective, but doesn't want there to be this scene element. The GM decides to make a show of rolling some irrelevant dice behind a screen and then says "no." [/INDENT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Character play vs Player play
Top