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
Egregious TPK retcon in Hoard of the Dragon Queen
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: 6359288" data-attributes="member: 42582"><p>Out of a series of excellent posts, I think this is the most important remark. And it is true of a lot of exchanges on these boards: there is a failure to analyse the actual decision-processes that take place at the table - including GM decisions about NPC/monster actions - and that lead to the various outcomes of play.</p><p></p><p>I'm not sure if the following remark is a contradiction of what you've said, or an elaboration: but I think of the main role of randmoness in RPG resolution being to ensure surprise. Randomness generates parameters within which outcomes must be narrated, which weren't chosen by any participant and therefore can come as a surprise to all participants.</p><p></p><p>I think that such arguments are generally about one of three things.</p><p></p><p>If the funtion of the dice is to introduce surprise/spontaneity, then the GM, by ignoring the dice, is usurping a type of narrative authority that s/he ostensibly lacks. For some groups that might be seen as objectionable.</p><p></p><p>If the function of the dice is to determine whether the players win or lose, then the GM, by ignoring the dice, is in effect cheating. For some groups that might be seen as objectionable.</p><p></p><p>If the function of the dice is to simulate ingame causal processs then the GM, by ignoring the dice, is unermining that simulationist aesthetic. Again, for some groups that will be objectionable.</p><p></p><p>Arguments about whether fudging is good or bad are generally (poor) proxies for discussions about these different playstyles and social contracts.</p><p></p><p></p><p>These two remarks strike me as somewhat at odds. Exactly because it is just a game, and there is no actual loss of life, so there is no actual mortal danger. It's all about emotional investment in a fiction. (Or, if you are playing mostly in wargame-y pawn stance, it's about emotional investment in winning or losing the game.)</p><p></p><p>And I think it is actually quite easy to generate emotional investment in fictions where the stakes are something other than the life or death of the protagonist. (Or, in the alternative, it's easy to come up with win/loss conditions that don't involve the death of the pawn eg missing out on a whole lot of treasure.)</p><p></p><p>Without having actually read or played the module, this seems like a serious issue.</p><p></p><p>The blurb for the Starter Set says "This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy." Heroes who are confonted by a dragon attacking a town will try to defend the town, which probably includes fighting the dragon. Sacrificing NPCs because, <em>at the table</em>, their deaths are less significant than deaths of the protagonists, doesn't look very heroic to me! How are players meant to realise that they should be playing expedient, rather than heroic, protagonists?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6359288, member: 42582"] Out of a series of excellent posts, I think this is the most important remark. And it is true of a lot of exchanges on these boards: there is a failure to analyse the actual decision-processes that take place at the table - including GM decisions about NPC/monster actions - and that lead to the various outcomes of play. I'm not sure if the following remark is a contradiction of what you've said, or an elaboration: but I think of the main role of randmoness in RPG resolution being to ensure surprise. Randomness generates parameters within which outcomes must be narrated, which weren't chosen by any participant and therefore can come as a surprise to all participants. I think that such arguments are generally about one of three things. If the funtion of the dice is to introduce surprise/spontaneity, then the GM, by ignoring the dice, is usurping a type of narrative authority that s/he ostensibly lacks. For some groups that might be seen as objectionable. If the function of the dice is to determine whether the players win or lose, then the GM, by ignoring the dice, is in effect cheating. For some groups that might be seen as objectionable. If the function of the dice is to simulate ingame causal processs then the GM, by ignoring the dice, is unermining that simulationist aesthetic. Again, for some groups that will be objectionable. Arguments about whether fudging is good or bad are generally (poor) proxies for discussions about these different playstyles and social contracts. These two remarks strike me as somewhat at odds. Exactly because it is just a game, and there is no actual loss of life, so there is no actual mortal danger. It's all about emotional investment in a fiction. (Or, if you are playing mostly in wargame-y pawn stance, it's about emotional investment in winning or losing the game.) And I think it is actually quite easy to generate emotional investment in fictions where the stakes are something other than the life or death of the protagonist. (Or, in the alternative, it's easy to come up with win/loss conditions that don't involve the death of the pawn eg missing out on a whole lot of treasure.) Without having actually read or played the module, this seems like a serious issue. The blurb for the Starter Set says "This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy." Heroes who are confonted by a dragon attacking a town will try to defend the town, which probably includes fighting the dragon. Sacrificing NPCs because, [I]at the table[/I], their deaths are less significant than deaths of the protagonists, doesn't look very heroic to me! How are players meant to realise that they should be playing expedient, rather than heroic, protagonists? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Egregious TPK retcon in Hoard of the Dragon Queen
Top