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
D&D compared to Bespoke Genre TTRPGs
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="Hussar" data-source="post: 8277746" data-attributes="member: 22779"><p>Ok, just to clarify things a bit.</p><p></p><p><u>Why the Madness (edit to add - AND SANITY) Mechanics didn't Work For Me.</u></p><p></p><p>Context: I was not running a Cosmic Horror game. It was a Primeval Thule game, so there were pulp horror elements but, it wasn't the main thrust of the game. Think Conan, not Dunwich Horror.</p><p></p><p>I introduced the mechanics to the players. The players immediately realized that the mechanics were very bolted on and did not interact with any other part of the system. The mechanics are basically, "See something really scary, make your Sanity check. Fail enough of those, you get a temporary insanity. Fail enough times after that, and you go permanently insane".</p><p></p><p>The players and I realized that there was absolutely no context with these mechanics. 1st level or 15th, you had the same chances of failure (more or less). Didn't matter your class, background, level or anything else. Everyone had the same (again, more or less, certainly within about 10-15% either way) chances of failure. So, sure, the first time you meet that horrible tentacled thing, you make your saving throw. The third time you meet yet another tentacled thing, you are still making the same saving throw. By 15th level, you've literally met dozens of tentacled things, but, you make the same saving throw at the same odds of failure.</p><p></p><p>There was no way for the players to mitigate any of this. You can't get "better" at these checks. Which makes it stand out very starkly from the rest of the game. A 15th level barbarian who has faced dragons without flinching suddenly goes insane from seeing a gibbering mouther, even though his grandmother is more scary.</p><p></p><p>The players, immediately realizing they had zero input into the system, became totally passive/agressive about it. "Oh noes, another tentacled horror. Whatever shall I so. Oh, look, I failed my saving throw. Oh noes, I'm insane now. Whoopee!"</p><p></p><p>There's nothing for the players at all in the system. It's just a thing that sits there, like a lump. It doesn't impact any role play (having a lower or higher Sanity score doesn't mean anything, other than it's slightly easier or harder to make a saving throw). It only interacts with this single element - seeing something scary/experiencing something scary. There's no integration. There's not even the slightest attempt to explain what anything actually means. If I have a 15 strength and you have an 8 strength, we can roleplay that. Anyone can roleplay that. But, what does a 15 sanity score mean? What does an 8 mean? It's just numbers on the sheet.</p><p></p><p>So, yes, that's why I say the mechanics are a failure. They are bolted on lump of meaninglessness that just serve to annoy the players and add nothing to the table.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8277746, member: 22779"] Ok, just to clarify things a bit. [U]Why the Madness (edit to add - AND SANITY) Mechanics didn't Work For Me.[/U] Context: I was not running a Cosmic Horror game. It was a Primeval Thule game, so there were pulp horror elements but, it wasn't the main thrust of the game. Think Conan, not Dunwich Horror. I introduced the mechanics to the players. The players immediately realized that the mechanics were very bolted on and did not interact with any other part of the system. The mechanics are basically, "See something really scary, make your Sanity check. Fail enough of those, you get a temporary insanity. Fail enough times after that, and you go permanently insane". The players and I realized that there was absolutely no context with these mechanics. 1st level or 15th, you had the same chances of failure (more or less). Didn't matter your class, background, level or anything else. Everyone had the same (again, more or less, certainly within about 10-15% either way) chances of failure. So, sure, the first time you meet that horrible tentacled thing, you make your saving throw. The third time you meet yet another tentacled thing, you are still making the same saving throw. By 15th level, you've literally met dozens of tentacled things, but, you make the same saving throw at the same odds of failure. There was no way for the players to mitigate any of this. You can't get "better" at these checks. Which makes it stand out very starkly from the rest of the game. A 15th level barbarian who has faced dragons without flinching suddenly goes insane from seeing a gibbering mouther, even though his grandmother is more scary. The players, immediately realizing they had zero input into the system, became totally passive/agressive about it. "Oh noes, another tentacled horror. Whatever shall I so. Oh, look, I failed my saving throw. Oh noes, I'm insane now. Whoopee!" There's nothing for the players at all in the system. It's just a thing that sits there, like a lump. It doesn't impact any role play (having a lower or higher Sanity score doesn't mean anything, other than it's slightly easier or harder to make a saving throw). It only interacts with this single element - seeing something scary/experiencing something scary. There's no integration. There's not even the slightest attempt to explain what anything actually means. If I have a 15 strength and you have an 8 strength, we can roleplay that. Anyone can roleplay that. But, what does a 15 sanity score mean? What does an 8 mean? It's just numbers on the sheet. So, yes, that's why I say the mechanics are a failure. They are bolted on lump of meaninglessness that just serve to annoy the players and add nothing to the table. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
Top