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's Evolution: Rulings, Rules, and "System Matters"
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="clearstream" data-source="post: 8397150" data-attributes="member: 71699"><p>Freeform is a useful word. And now that you draw attention to it I agree with the distinction you make between play-to-find-out games and freeform. It's very evident in DW that the mechanics pull the narrative forward (a quibble, but I prefer "pull" over drive, because in principle you do it because you do it, so it is the outcome of the mechanic that pulls the narrative forward). While freeform doesn't uniformly invest mechanics in driving the narrative.</p><p></p><p>As to mechanics, while resolving uncertainty is definitely one thing they deal with, every freeform game I can think of has something else going on mechanically. CD's insanity die. I had elemental compass directions (luck, death, time, chaos). A friend's had differing perceptions of time. There's usually a hook - something special that the creator felt it was worth investing mechanics in.</p><p></p><p>One counterpoint. Think about the moment insanity is reached in a CoC-genre freeform. That's likely going to happen as a mechanic driving that piece of narrative. As I touched on elsewhere, freeform games will resist definition: they're a patchwork.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8397150, member: 71699"] Freeform is a useful word. And now that you draw attention to it I agree with the distinction you make between play-to-find-out games and freeform. It's very evident in DW that the mechanics pull the narrative forward (a quibble, but I prefer "pull" over drive, because in principle you do it because you do it, so it is the outcome of the mechanic that pulls the narrative forward). While freeform doesn't uniformly invest mechanics in driving the narrative. As to mechanics, while resolving uncertainty is definitely one thing they deal with, every freeform game I can think of has something else going on mechanically. CD's insanity die. I had elemental compass directions (luck, death, time, chaos). A friend's had differing perceptions of time. There's usually a hook - something special that the creator felt it was worth investing mechanics in. One counterpoint. Think about the moment insanity is reached in a CoC-genre freeform. That's likely going to happen as a mechanic driving that piece of narrative. As I touched on elsewhere, freeform games will resist definition: they're a patchwork. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D's Evolution: Rulings, Rules, and "System Matters"
Top