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
Creativity?
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="EzekielRaiden" data-source="post: 8919458" data-attributes="member: 6790260"><p>I don't have any. "House rules" are changes to the fundamental rules substrate which we all agree to abide by.</p><p></p><p>If and when we discover that substrate is insufficient, we have a conversation, as human beings should. Generally, we don't need one (though that's partly because of the way Dungeon World is designed.) On the rare occasions we <em>do</em> need one, my mantra is: Always embrace genuine, non-coercive, non-exploitative player enthusiasm. Because enthusiasm is the most precious and delicate commodity. Lose it and it's extremely difficult to get it back.</p><p></p><p></p><p>This, on the other hand, I cannot stand. At all. Ever. This attitude destroys the <em>game</em> aspect of a roleplaying game as surely as your convention against "if players can just alter reality at will." The rules <em>have</em> to be more than just suggestions, or else the whole thing is "I am altering the deal, pray I do not alter it further." (There are other, pithier phrases I could use to describe my perception of this concept, but others find those phrases upsetting.) You're constantly on the lookout for how the rug will get pulled out from under you <em>this</em> time, even if you believe the DM is <em>trying</em> to be fair and consistent, because human beings are innately and unavoidably biased and inconsistent.</p><p></p><p>If the player cannot alter the game at will, the DM cannot alter the game at will either. This is the fundamental agreement behind playing a <em>written game</em> as opposed to Calvinball.</p><p></p><p></p><p>If we (the player and I) have agreed that the rules--the established substrate that we agreed to--has failed us, then we negotiate. As long as the player is coming in genuine good faith, seeking only to have a more fun and engaging experience, I will move heaven and earth for them to deliver a satisfactory outcome. That <em>does not</em> mean I will simply give them what they asked for, however; there are many times where the thing asked for <em>as it is</em> simply can't be done, for whatever reason. So I dig down into what the player is looking for, what their heart's desire is, and look for whatever ways are available to make that happen. I have never failed to achieve this with my group, and we're a few months out from <em>five years</em> of play.</p><p></p><p>I have extremely few "bright line" limits I won't cross. One of them is that I don't run games for outright, actually <em>evil</em> PCs. PCs who suffer temptation, perhaps even give into it once in a while? Awesome. PCs who <em>were</em> evil and have begun a journey of recovery, full of pitfalls and backslides and the painful process of change? God in Heaven, give me ALL of that. But genuinely, no restrictions, no caveats, <em>evil</em> PCs? I can't run an entertaining game for them. It's not compatible with my interests and preferences as DM. It <em>will</em> be disappointing for both me and the player, so I don't do that. As noted above, the whole "player is being coercive or exploitative" is also a hard no. Apart from those things, though, it's <em>very</em> difficult to bring me an idea I simply can't tolerate.</p><p></p><p>As for your more specific questions, generally I will accept something as establishing a precedent, but I may note that a particular action was incredibly unlikely or risky. I don't think I would allow a <em>mundane</em> mirror (which is generally made of metal) to reflect a lightning bolt in the first place, though I do find the idea interesting. Perhaps some kind of specially-treated glass? Or a thing the players can look for in the future? Or perhaps just allowing the mirror to "absorb" some of the damage, but still passing a good portion on to whoever is <em>holding</em> the mirror (because, y'know, electrical conductivity.)</p><p></p><p>I tend to build into my world "outs" in case something unexpected happens. Not in the "and if they take action X, then Y will occur, so I can trigger plan Z" way. Rather, establishing that there is some kind of fictional support for something. The party has a gold dragon ally; he's busy and running incognito, so he can't just waltz around and do their work for them, but he <em>has</em> (at the players' prompting even!) promised to give them aid if they should find themselves in a desperate time of need. Likewise, I think about potential interactions, and when the players ask good questions, I include as much detail as possible (balanced against the need to be succinct, of course) so that there's usually something more they can dig into, more things they can declare or discover answers about.</p><p></p><p>Essentially, if the player can sell me on the action, I'm almost certainly for it. I make certain allowances for naturalness/physical phenomena (like the conductivity thing above), but I am <em>very</em> motivated by the Rule of Cool and, to a lesser extent, the Rule of Drama. Something being cool or dramatic isn't a <em>guarantee</em> that it will work...but if you can get me to <em>see</em> how cool or dramatic it is, most of the time, you'll probably get me to agree to at least <em>part</em> of what you're looking for.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8919458, member: 6790260"] I don't have any. "House rules" are changes to the fundamental rules substrate which we all agree to abide by. If and when we discover that substrate is insufficient, we have a conversation, as human beings should. Generally, we don't need one (though that's partly because of the way Dungeon World is designed.) On the rare occasions we [I]do[/I] need one, my mantra is: Always embrace genuine, non-coercive, non-exploitative player enthusiasm. Because enthusiasm is the most precious and delicate commodity. Lose it and it's extremely difficult to get it back. This, on the other hand, I cannot stand. At all. Ever. This attitude destroys the [I]game[/I] aspect of a roleplaying game as surely as your convention against "if players can just alter reality at will." The rules [I]have[/I] to be more than just suggestions, or else the whole thing is "I am altering the deal, pray I do not alter it further." (There are other, pithier phrases I could use to describe my perception of this concept, but others find those phrases upsetting.) You're constantly on the lookout for how the rug will get pulled out from under you [I]this[/I] time, even if you believe the DM is [I]trying[/I] to be fair and consistent, because human beings are innately and unavoidably biased and inconsistent. If the player cannot alter the game at will, the DM cannot alter the game at will either. This is the fundamental agreement behind playing a [I]written game[/I] as opposed to Calvinball. If we (the player and I) have agreed that the rules--the established substrate that we agreed to--has failed us, then we negotiate. As long as the player is coming in genuine good faith, seeking only to have a more fun and engaging experience, I will move heaven and earth for them to deliver a satisfactory outcome. That [I]does not[/I] mean I will simply give them what they asked for, however; there are many times where the thing asked for [I]as it is[/I] simply can't be done, for whatever reason. So I dig down into what the player is looking for, what their heart's desire is, and look for whatever ways are available to make that happen. I have never failed to achieve this with my group, and we're a few months out from [I]five years[/I] of play. I have extremely few "bright line" limits I won't cross. One of them is that I don't run games for outright, actually [I]evil[/I] PCs. PCs who suffer temptation, perhaps even give into it once in a while? Awesome. PCs who [I]were[/I] evil and have begun a journey of recovery, full of pitfalls and backslides and the painful process of change? God in Heaven, give me ALL of that. But genuinely, no restrictions, no caveats, [I]evil[/I] PCs? I can't run an entertaining game for them. It's not compatible with my interests and preferences as DM. It [I]will[/I] be disappointing for both me and the player, so I don't do that. As noted above, the whole "player is being coercive or exploitative" is also a hard no. Apart from those things, though, it's [I]very[/I] difficult to bring me an idea I simply can't tolerate. As for your more specific questions, generally I will accept something as establishing a precedent, but I may note that a particular action was incredibly unlikely or risky. I don't think I would allow a [I]mundane[/I] mirror (which is generally made of metal) to reflect a lightning bolt in the first place, though I do find the idea interesting. Perhaps some kind of specially-treated glass? Or a thing the players can look for in the future? Or perhaps just allowing the mirror to "absorb" some of the damage, but still passing a good portion on to whoever is [I]holding[/I] the mirror (because, y'know, electrical conductivity.) I tend to build into my world "outs" in case something unexpected happens. Not in the "and if they take action X, then Y will occur, so I can trigger plan Z" way. Rather, establishing that there is some kind of fictional support for something. The party has a gold dragon ally; he's busy and running incognito, so he can't just waltz around and do their work for them, but he [I]has[/I] (at the players' prompting even!) promised to give them aid if they should find themselves in a desperate time of need. Likewise, I think about potential interactions, and when the players ask good questions, I include as much detail as possible (balanced against the need to be succinct, of course) so that there's usually something more they can dig into, more things they can declare or discover answers about. Essentially, if the player can sell me on the action, I'm almost certainly for it. I make certain allowances for naturalness/physical phenomena (like the conductivity thing above), but I am [I]very[/I] motivated by the Rule of Cool and, to a lesser extent, the Rule of Drama. Something being cool or dramatic isn't a [I]guarantee[/I] that it will work...but if you can get me to [I]see[/I] how cool or dramatic it is, most of the time, you'll probably get me to agree to at least [I]part[/I] of what you're looking for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Creativity?
Top