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
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: 6203045" data-attributes="member: 42582"><p>My experience is that the participants' power is <em>not</em> infinite. Their desire is to have a pleasant time playing a fantasy RPG; and their power to do that is confined by such things as their knowledge of the rules, their good relationships with other players and the GM, etc.</p><p></p><p>Players who (for instance) have their PCs go nuts, kill everyone in the village and rob them are no different from GMs who have 1st level PCs enter towers guarded by ancient dragons, or who declare "Rocks fall, everyone dies." They're not contributing very much to the play experience, and either leave the game or correct themselves.</p><p></p><p>I'm not sure I agree with you with respect to the fiction: negotiation is sometimes seen as <em>morally</em> harder than combat, because it requires forsaking honour and vengeance, but I'm not sure it's actually harder.</p><p></p><p>Nor am I sure that combat "succeeds reliably" in fantasy fiction. For everyone but Conan in the Conan stories, combat seems a pretty bad choice. Even in LotR, combat doesn't really succeed reliably. For instance, the Battle of Pelenor Fields was only one because Aragorn brought the Army of the Dead, and that was a diplomatic victory.</p><p></p><p>As was discussed in <a href="http://www.enworld.org/forum/showthread.php?301282-Actual-play-examples-balance-between-fiction-and-mechanics" target="_blank">this thread</a>, I prefer that the choice of peaceful or violent means reflect the players' views, in their play of their PCs, as to whether or not violence is morally warranted, than that they reflect choices about mechanical efficacy within the game. (See especially around post 23.)</p><p></p><p>First, I don't run modules in that way. So I see no difference between GM and module-writer - as I play, it is the GM who is taking material and ideas from the module and actually putting them into play. To put it more bluntly, if the module writer authors a crap scene or a railroad and the GM then implements that, the upshot is on the GM.</p><p></p><p>As to mystery, I discussed this a bit upthread:</p><p></p><p></p><p></p><p>I have also talked about my concerns around secret backstory changing the fictional positioning in ways the players can't anticipate. I'm not a big fan of this. Typical examples are things like the Chamberlain secretly hates clerics of St Cuthbert, one of the PCs is wearing a holy symbol of St Cuthbert, and so the Chamberlain is hostile for no reason that the players can easily fathom. (The example of the duke who can't be intimidated, that I discussed 5 or 10 posts back is another instance of this.)</p><p></p><p>I don't regard this as completely out of bounds, but I think (i) that the presence of the secret backstory creating fictional positioning that the players are unaware should not be <em>determinative</em> of the scene's outcome in-and-of itself (so the Chamberlain shouldn't just walk away because of his Cuthbert-hatred); and (ii) that the players should have the chance to uncover the secret backstory, and therefore potentially change their PCs fictional positioning in response to it, via the ordinary action resolution mechanics as they are engaged in dealing with the scene (in the duke example we see the possibility of an Insight check - not the most sophisticated way there ever was of handling this sort of thing, but better than nothing).</p><p></p><p>The three threads linked in the quote above give examples of secret backstory being used in play, and how I handle the balance between "big reveals" and giving the players the information they need to meaningfully and effectively engage the scene.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6203045, member: 42582"] My experience is that the participants' power is [I]not[/I] infinite. Their desire is to have a pleasant time playing a fantasy RPG; and their power to do that is confined by such things as their knowledge of the rules, their good relationships with other players and the GM, etc. Players who (for instance) have their PCs go nuts, kill everyone in the village and rob them are no different from GMs who have 1st level PCs enter towers guarded by ancient dragons, or who declare "Rocks fall, everyone dies." They're not contributing very much to the play experience, and either leave the game or correct themselves. I'm not sure I agree with you with respect to the fiction: negotiation is sometimes seen as [I]morally[/I] harder than combat, because it requires forsaking honour and vengeance, but I'm not sure it's actually harder. Nor am I sure that combat "succeeds reliably" in fantasy fiction. For everyone but Conan in the Conan stories, combat seems a pretty bad choice. Even in LotR, combat doesn't really succeed reliably. For instance, the Battle of Pelenor Fields was only one because Aragorn brought the Army of the Dead, and that was a diplomatic victory. As was discussed in [url=http://www.enworld.org/forum/showthread.php?301282-Actual-play-examples-balance-between-fiction-and-mechanics]this thread[/url], I prefer that the choice of peaceful or violent means reflect the players' views, in their play of their PCs, as to whether or not violence is morally warranted, than that they reflect choices about mechanical efficacy within the game. (See especially around post 23.) First, I don't run modules in that way. So I see no difference between GM and module-writer - as I play, it is the GM who is taking material and ideas from the module and actually putting them into play. To put it more bluntly, if the module writer authors a crap scene or a railroad and the GM then implements that, the upshot is on the GM. As to mystery, I discussed this a bit upthread: I have also talked about my concerns around secret backstory changing the fictional positioning in ways the players can't anticipate. I'm not a big fan of this. Typical examples are things like the Chamberlain secretly hates clerics of St Cuthbert, one of the PCs is wearing a holy symbol of St Cuthbert, and so the Chamberlain is hostile for no reason that the players can easily fathom. (The example of the duke who can't be intimidated, that I discussed 5 or 10 posts back is another instance of this.) I don't regard this as completely out of bounds, but I think (i) that the presence of the secret backstory creating fictional positioning that the players are unaware should not be [I]determinative[/I] of the scene's outcome in-and-of itself (so the Chamberlain shouldn't just walk away because of his Cuthbert-hatred); and (ii) that the players should have the chance to uncover the secret backstory, and therefore potentially change their PCs fictional positioning in response to it, via the ordinary action resolution mechanics as they are engaged in dealing with the scene (in the duke example we see the possibility of an Insight check - not the most sophisticated way there ever was of handling this sort of thing, but better than nothing). The three threads linked in the quote above give examples of secret backstory being used in play, and how I handle the balance between "big reveals" and giving the players the information they need to meaningfully and effectively engage the scene. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top