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
*Pathfinder & Starfinder
DMs Advice - Player's bad assumptions
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: 6159314" data-attributes="member: 42582"><p>Here is my take on some of these issues.</p><p></p><p>First, take a step back and ask, "Why are we playing this game?"</p><p></p><p>If the answer is, so the players can show off how clever they are in playing their PCs and beating the GM's challenges, then why would you tell the players what to do? That defeats the whole purpose.</p><p></p><p>If the answer is different, though - maybe it's something like "To find out together what these PCs are about, what makes them tick, how their future will unfold as heroes" - then you need to ask yourself, as GM, What is the point of sticking to your guns and resolving a situation like the undead or elemental fight in a rigid way, as if there's only one right answer, and if the PCs suffer a TPK then c'est la vie? This is what games like Burning Wheel, Marvel Heroic RP and now 13th Age talk about as "fail forward" ie when you resolve a situation, the PCs might succeed or might fail, but if they fail the game (and the story of the PCs) doesn't come to an end. Instead, things go on but with the PCs at some sort of disadvantage or having paid some sort of price. This sort of adjudication requires flexibility as a GM, coming up with interesting ideas for failure on the spot as the players tackle the situation in whatever way they think makes sense, and you as GM adjudicate those actions and tell them what happens.</p><p></p><p>So, for instance, if the PCs deplete their resources fighting the undead or the elementals you don't frame the next fight as one that will kill them - but you frame things so that other consequences of that resource depletion become clear to the players (so, for instance, in your example they can't stop the village being burned down). Now this can be harder to do in D&D, which has very specific and highly silo-ed mechancial resources, rather than in a more abstract system where spending resource (eg Fate Points) on fight A leaves you without enough Fate Points to achieve goal B (like stopping the village burning down). In 4e D&D healing surges can pick up some of this slack as an all-purpose resource for effort/exhaustion as well as fighting. I don't know how exactly you would do this in earlier editions of D&D (in classic D&D gold is something of an all purpose resource for paying for goods/services and escaping monsters, but that doesn't support the "fight too much and so weren't able to stop the town burning down" trade off very well).</p><p></p><p>Yet a third reason for playing D&D is for the players to experience the thrill of "being there", and of playing through the GM's story. For those players, maybe telling them "You recognise the runes as Arcane. They were probably put there by the Archmage" or "You can tell this trap isn't a dwarven one" would do the job. Because that helps those players get the feel of being there, immersed in the situation of their PC. It prioritises "being the PC" over making choices for the PC.</p><p></p><p>TL;DR - there's no right answer here, but different techniques are better suited to different playstyles.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6159314, member: 42582"] Here is my take on some of these issues. First, take a step back and ask, "Why are we playing this game?" If the answer is, so the players can show off how clever they are in playing their PCs and beating the GM's challenges, then why would you tell the players what to do? That defeats the whole purpose. If the answer is different, though - maybe it's something like "To find out together what these PCs are about, what makes them tick, how their future will unfold as heroes" - then you need to ask yourself, as GM, What is the point of sticking to your guns and resolving a situation like the undead or elemental fight in a rigid way, as if there's only one right answer, and if the PCs suffer a TPK then c'est la vie? This is what games like Burning Wheel, Marvel Heroic RP and now 13th Age talk about as "fail forward" ie when you resolve a situation, the PCs might succeed or might fail, but if they fail the game (and the story of the PCs) doesn't come to an end. Instead, things go on but with the PCs at some sort of disadvantage or having paid some sort of price. This sort of adjudication requires flexibility as a GM, coming up with interesting ideas for failure on the spot as the players tackle the situation in whatever way they think makes sense, and you as GM adjudicate those actions and tell them what happens. So, for instance, if the PCs deplete their resources fighting the undead or the elementals you don't frame the next fight as one that will kill them - but you frame things so that other consequences of that resource depletion become clear to the players (so, for instance, in your example they can't stop the village being burned down). Now this can be harder to do in D&D, which has very specific and highly silo-ed mechancial resources, rather than in a more abstract system where spending resource (eg Fate Points) on fight A leaves you without enough Fate Points to achieve goal B (like stopping the village burning down). In 4e D&D healing surges can pick up some of this slack as an all-purpose resource for effort/exhaustion as well as fighting. I don't know how exactly you would do this in earlier editions of D&D (in classic D&D gold is something of an all purpose resource for paying for goods/services and escaping monsters, but that doesn't support the "fight too much and so weren't able to stop the town burning down" trade off very well). Yet a third reason for playing D&D is for the players to experience the thrill of "being there", and of playing through the GM's story. For those players, maybe telling them "You recognise the runes as Arcane. They were probably put there by the Archmage" or "You can tell this trap isn't a dwarven one" would do the job. Because that helps those players get the feel of being there, immersed in the situation of their PC. It prioritises "being the PC" over making choices for the PC. TL;DR - there's no right answer here, but different techniques are better suited to different playstyles. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
DMs Advice - Player's bad assumptions
Top