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
Defining fun
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="pemerton" data-source="post: 6258085" data-attributes="member: 42582"><p>Those are good points which I was wondering about but hadn't properly thought through when I made my post.</p><p></p><p>If the fictional positioning of the PCs never changes, that sounds pretty boring - in the D&D context, the most boring dungeon crawl ever, maybe. But as you point out, once fictional positioning changes then it can open up new opportunities which some players may be better at exploiting than others.</p><p></p><p>When I look at 4e (to choose an uncontentious example!), the idea of everyone getting a paragon path or an epic destiny seems to be to give every player a chance to get something rewarding both mechanically and in terms of fictional positioning. For this to work as an antidote to min/max-caused imbalance, three things have to be true: (i) the designers have to achieve decent mechanical balance across the different PC build elements; (ii) the players have to choose elements which deliver the improved fictional positioning that works for their PCs (eg if I want to play a scholar I choose the right sort of path); (iii) the GM has to engage equally with each of the players' chosen improvements of fictional positioning (eg frame scenes where being a scholar matters). Spelled out like that, it's quite demanding on both the designers and the GM! If anyone gets it wrong, skilled players can spot the break points and play to them in their choices.</p><p></p><p>The analogue in Traveller would be a player who works to get his PC head of the diplomatic service, but the GM never frames interplanetary political disputes.</p><p></p><p>D&D in particular has such strong traditions about the GM's power not just in framing scenes, but in deciding what those scenes will be about, that it's hard to see how opportunities for optimisation can be avoided even if the focus is on fictional positioning. 13th Age at least provides an interesting model on the PC build side: its background system means that each player can choose fictional positioning for his/her PC which is mechanically equal across PCs (common bonus pool, metagamed setting of target numbers); but it still relies on the GM getting step (iii) right, and you can see this issue being played out in discussions on the forum about how to handle the player-input aspects of 13th Age (and it's further complicated by the fact that both Icons and One Unique Thing are distinct moving parts from the backgrounds).</p><p></p><p>The above probably isn't very coherent - just some thoughts prompted by your reply.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6258085, member: 42582"] Those are good points which I was wondering about but hadn't properly thought through when I made my post. If the fictional positioning of the PCs never changes, that sounds pretty boring - in the D&D context, the most boring dungeon crawl ever, maybe. But as you point out, once fictional positioning changes then it can open up new opportunities which some players may be better at exploiting than others. When I look at 4e (to choose an uncontentious example!), the idea of everyone getting a paragon path or an epic destiny seems to be to give every player a chance to get something rewarding both mechanically and in terms of fictional positioning. For this to work as an antidote to min/max-caused imbalance, three things have to be true: (i) the designers have to achieve decent mechanical balance across the different PC build elements; (ii) the players have to choose elements which deliver the improved fictional positioning that works for their PCs (eg if I want to play a scholar I choose the right sort of path); (iii) the GM has to engage equally with each of the players' chosen improvements of fictional positioning (eg frame scenes where being a scholar matters). Spelled out like that, it's quite demanding on both the designers and the GM! If anyone gets it wrong, skilled players can spot the break points and play to them in their choices. The analogue in Traveller would be a player who works to get his PC head of the diplomatic service, but the GM never frames interplanetary political disputes. D&D in particular has such strong traditions about the GM's power not just in framing scenes, but in deciding what those scenes will be about, that it's hard to see how opportunities for optimisation can be avoided even if the focus is on fictional positioning. 13th Age at least provides an interesting model on the PC build side: its background system means that each player can choose fictional positioning for his/her PC which is mechanically equal across PCs (common bonus pool, metagamed setting of target numbers); but it still relies on the GM getting step (iii) right, and you can see this issue being played out in discussions on the forum about how to handle the player-input aspects of 13th Age (and it's further complicated by the fact that both Icons and One Unique Thing are distinct moving parts from the backgrounds). The above probably isn't very coherent - just some thoughts prompted by your reply. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Defining fun
Top