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
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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: 6202180" data-attributes="member: 42582"><p>For what it's worth, here's my take:</p><p></p><p style="margin-left: 20px">Originally Posted by DMG p. 6</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When everyone gathers around the table to play the game, you're in charge. That doesn't mean you can tell people what to do outside the boundaries of the game, but it does mean that you're the final arbiter of rules within the game. Good players will always recognize that you have ultimate authority over the game mechanics, even superseding something in a rulebook. Good DMs know not to change or overturn a published rule without a good, logical justification so the players don't rebel[.]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Originally Posted by DMG p. 13</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player-DM Trust: Players should trust the DM. Trust can be gained over time by consistent use of the rules, by not taking sides (that is, not favoring one player at another's expense), and by making it clear that you're not vindictive towards the players or the PCs.</p> <p style="margin-left: 20px">...</p> <p style="margin-left: 20px">If this degree of trust can be achieved, you will be much more free to add or change things in your game without worrying about the players protesting or scrutinizing every decision.</p><p></p><p>I read this as primarily about (1) credibility testing, especially in circumstances where task resolution is key becaue there are no non-combat conflict resolution rules, and (2) adjudicating some of the simulationist aspects of outcomes, especially when these interfact oddly with fictional positioning (eg the famous "stick head in bucket of what to restor self to 0 hp" trick).</p><p></p><p>I know from experience that this sort of stuff comes into play running vanilla narrativist Rolemaster.</p><p></p><p style="margin-left: 20px">Originally Posted by DMG p. 13</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Good DM Management: A DM who carefully watches all portions of the game so that nothing gets out of his or her control helps keep the game balanced. No one character should become significantly greater than the others. If this does happen, the others should have an opportunity to catch up in short order.</p> <p style="margin-left: 20px">...</p> <p style="margin-left: 20px">When temporary imbalances do occur, it's easier to fix them by altering challenges than by altering anything about the PCs and their powers or equipment.</p><p></p><p>This I read as saying that the solution to PC growth/reward imbalances (in a system that has no inherent way of managing these systematically, as 4e does) is to tackle it via scene-framing.</p><p></p><p>When I was running narrativist RM I tended not to do this - items are less important in RM than D&D, and we dealt with PC imbalances via errata/revisions.</p><p></p><p>This is probably the aspect of 2nd ed-ish GMing that, as a GM, I like the least. When I think about framing for a given PC I want to do that in terms of fiction, not in terms of correcting for imbalance.</p><p></p><p style="margin-left: 20px">Originally Posted by DMG p. 18</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Determining Outcomes</p> <p style="margin-left: 20px">You're the final arbiter of everything that happens in the game. Period.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Originally Posted by DMG p. 18</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">DM Cheating and Player Perceptions</p> <p style="margin-left: 20px">...</p> <p style="margin-left: 20px">Do you cheat? The answer: the DM really can't cheat. You're the umpire, and what you say goes.</p><p></p><p>If this stuff is in the 3E DMG, then when I read it I just passed over it as legacy rules text that no one really intends to be taken seriously by all groups. I just assume it's in there to keep those who like it happy.</p><p></p><p>I think [MENTION=17106]Ahnehnois[/MENTION] is unusually literal in his interpretation and application of these passages. (I mean, [MENTION=6696971]Manbearcat[/MENTION] has been round the D&D block a few times, and look how shockd he was when he finally worked out what sort of game Ahnehnois is advocating as the standard.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6202180, member: 42582"] For what it's worth, here's my take: [indent]Originally Posted by DMG p. 6 When everyone gathers around the table to play the game, you're in charge. That doesn't mean you can tell people what to do outside the boundaries of the game, but it does mean that you're the final arbiter of rules within the game. Good players will always recognize that you have ultimate authority over the game mechanics, even superseding something in a rulebook. Good DMs know not to change or overturn a published rule without a good, logical justification so the players don't rebel[.] Originally Posted by DMG p. 13 Player-DM Trust: Players should trust the DM. Trust can be gained over time by consistent use of the rules, by not taking sides (that is, not favoring one player at another's expense), and by making it clear that you're not vindictive towards the players or the PCs. ... If this degree of trust can be achieved, you will be much more free to add or change things in your game without worrying about the players protesting or scrutinizing every decision.[/indent] I read this as primarily about (1) credibility testing, especially in circumstances where task resolution is key becaue there are no non-combat conflict resolution rules, and (2) adjudicating some of the simulationist aspects of outcomes, especially when these interfact oddly with fictional positioning (eg the famous "stick head in bucket of what to restor self to 0 hp" trick). I know from experience that this sort of stuff comes into play running vanilla narrativist Rolemaster. [indent]Originally Posted by DMG p. 13 Good DM Management: A DM who carefully watches all portions of the game so that nothing gets out of his or her control helps keep the game balanced. No one character should become significantly greater than the others. If this does happen, the others should have an opportunity to catch up in short order. ... When temporary imbalances do occur, it's easier to fix them by altering challenges than by altering anything about the PCs and their powers or equipment.[/indent] This I read as saying that the solution to PC growth/reward imbalances (in a system that has no inherent way of managing these systematically, as 4e does) is to tackle it via scene-framing. When I was running narrativist RM I tended not to do this - items are less important in RM than D&D, and we dealt with PC imbalances via errata/revisions. This is probably the aspect of 2nd ed-ish GMing that, as a GM, I like the least. When I think about framing for a given PC I want to do that in terms of fiction, not in terms of correcting for imbalance. [indent]Originally Posted by DMG p. 18 Determining Outcomes You're the final arbiter of everything that happens in the game. Period. Originally Posted by DMG p. 18 DM Cheating and Player Perceptions ... Do you cheat? The answer: the DM really can't cheat. You're the umpire, and what you say goes.[/indent] If this stuff is in the 3E DMG, then when I read it I just passed over it as legacy rules text that no one really intends to be taken seriously by all groups. I just assume it's in there to keep those who like it happy. I think [MENTION=17106]Ahnehnois[/MENTION] is unusually literal in his interpretation and application of these passages. (I mean, [MENTION=6696971]Manbearcat[/MENTION] has been round the D&D block a few times, and look how shockd he was when he finally worked out what sort of game Ahnehnois is advocating as the standard.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top