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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
DM Fiat Supreme in 4e
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="WyzardWhately" data-source="post: 4036929" data-attributes="member: 33207"><p>This is sort of tangential to the thread, but stay with me. I think one of the things that most initiated my knee-jerk FIAT reflex was Mearls talking about social encounters. Essentially, there are rules for resolving them, but the GM sets up what success and failure mean. I wasn't too fond of that in my initial reading, for a couple reasons. Firstly, as a player, I want to be able to set the agenda somewhat. I want to be able to decide my character's goal, and use his skills to accomplish those. Sometimes I come at a problem sideways. Secondly, as a GM, I don't want to make adventures and NPCs that run on rails.</p><p></p><p>Fortunately, I thought about it for a while, and realized it's fairly easy to do this exactly the way I've always handled skill checks ever since I ran The Burning Wheel for a while (incidentally, it's a brilliant but very divisive RPG that I highly recommend everyone take a shot at if they ever get a chance.) Stakes-setting. The PCs tell you what they want to accomplish. The GM explicitly states the consequences for failure and what the difficulty is going to be. The player can choose whether or not to pursue that course of action. </p><p></p><p>It sounds so simple as to be inane, but it's brilliant. The PCs are encouraged to try and use their abilities in novel ways. The GM is given a tool for handling it. The ability to add explicit consequences for failure makes the checks more important, and lets the players make an informed decision (arguably it's metagame knowledge, since the character might not know what's likely to happen, but this has not as of yet been a problem.) It's eminently tweakable, and I think it's going to be how I'll run 4E social encounters.</p><p></p><p>The players are going to tell me what it is they're going to try and talk an NPC out of. I'll set up consequences for failure and a relative difficulty by how outrageous the request is, and what else they can bring to the table. Roll out social combat. </p><p></p><p>Now, potentially, that's exactly the advice that's going to be in the DMG. Or near to it. But the point is that negotiating with the players, while seemingly anathema to the nature of the GM-hat, can really solve a lot of the problems with a system that seems to require too much fiat.</p></blockquote><p></p>
[QUOTE="WyzardWhately, post: 4036929, member: 33207"] This is sort of tangential to the thread, but stay with me. I think one of the things that most initiated my knee-jerk FIAT reflex was Mearls talking about social encounters. Essentially, there are rules for resolving them, but the GM sets up what success and failure mean. I wasn't too fond of that in my initial reading, for a couple reasons. Firstly, as a player, I want to be able to set the agenda somewhat. I want to be able to decide my character's goal, and use his skills to accomplish those. Sometimes I come at a problem sideways. Secondly, as a GM, I don't want to make adventures and NPCs that run on rails. Fortunately, I thought about it for a while, and realized it's fairly easy to do this exactly the way I've always handled skill checks ever since I ran The Burning Wheel for a while (incidentally, it's a brilliant but very divisive RPG that I highly recommend everyone take a shot at if they ever get a chance.) Stakes-setting. The PCs tell you what they want to accomplish. The GM explicitly states the consequences for failure and what the difficulty is going to be. The player can choose whether or not to pursue that course of action. It sounds so simple as to be inane, but it's brilliant. The PCs are encouraged to try and use their abilities in novel ways. The GM is given a tool for handling it. The ability to add explicit consequences for failure makes the checks more important, and lets the players make an informed decision (arguably it's metagame knowledge, since the character might not know what's likely to happen, but this has not as of yet been a problem.) It's eminently tweakable, and I think it's going to be how I'll run 4E social encounters. The players are going to tell me what it is they're going to try and talk an NPC out of. I'll set up consequences for failure and a relative difficulty by how outrageous the request is, and what else they can bring to the table. Roll out social combat. Now, potentially, that's exactly the advice that's going to be in the DMG. Or near to it. But the point is that negotiating with the players, while seemingly anathema to the nature of the GM-hat, can really solve a lot of the problems with a system that seems to require too much fiat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
DM Fiat Supreme in 4e
Top