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 Dungeon Master’s Guide (2024)
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="TiQuinn" data-source="post: 9466302" data-attributes="member: 4871"><p>And as <em>I</em> have already posted, the game was always this. The very fact that the GM creates the dungeon, selects the monsters, chooses the treasure, places traps, and sets NPC motivations means that the “GM decides” how the game is going to be engaged with to a large degree. The players still decide how they actually engage with all of that, just as they do in a story based game where they choose which goals to pursue and which not to.</p><p></p><p>The only point we agree upon is that 1e’s game is driven by gold for experience and that has a fundamental difference in how players approach the game. The game changed as it switched from site based adventures to story based adventures, but not along the lines you are describing. As I’ve said, players motivations shifted but they still remained in control of whether they snuck into dungeons vs charged in, and whether they engaged with an encounter or avoided it. There were elements of class and race abilities that were phased out: it became less important to detect slopes as an ability or determine your depth underground. Encumbrance became more common to be handwaved at some tables. So yes, there were changes.</p><p></p><p>However, all the talk of skilled play, successful play, “GM decides” - these are distinctions that I’m not seeing as very important, if they really exist as distinctions at all - players are driven by multiple goals: having a good role playing experience, killing monsters, creating powerful characters, leveling up. It’s a very antiquated notion that the game needs to tell the players what constitutes successful and particularly “skilled” play, as if that’s something the author is authoritatively able to say, and feels ripped from the pages of one person, who has we’ve said, was a pretty unreliable source of information about the game to start with. You can phrase successful play another way - when your character’s hit points reach zero, you’ve lost. I don’t see any of this as particularly earthshaking. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9466302, member: 4871"] And as [I]I[/I] have already posted, the game was always this. The very fact that the GM creates the dungeon, selects the monsters, chooses the treasure, places traps, and sets NPC motivations means that the “GM decides” how the game is going to be engaged with to a large degree. The players still decide how they actually engage with all of that, just as they do in a story based game where they choose which goals to pursue and which not to. The only point we agree upon is that 1e’s game is driven by gold for experience and that has a fundamental difference in how players approach the game. The game changed as it switched from site based adventures to story based adventures, but not along the lines you are describing. As I’ve said, players motivations shifted but they still remained in control of whether they snuck into dungeons vs charged in, and whether they engaged with an encounter or avoided it. There were elements of class and race abilities that were phased out: it became less important to detect slopes as an ability or determine your depth underground. Encumbrance became more common to be handwaved at some tables. So yes, there were changes. However, all the talk of skilled play, successful play, “GM decides” - these are distinctions that I’m not seeing as very important, if they really exist as distinctions at all - players are driven by multiple goals: having a good role playing experience, killing monsters, creating powerful characters, leveling up. It’s a very antiquated notion that the game needs to tell the players what constitutes successful and particularly “skilled” play, as if that’s something the author is authoritatively able to say, and feels ripped from the pages of one person, who has we’ve said, was a pretty unreliable source of information about the game to start with. You can phrase successful play another way - when your character’s hit points reach zero, you’ve lost. I don’t see any of this as particularly earthshaking. 🤷♂️ [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Dungeon Master’s Guide (2024)
Top