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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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: 6203515" data-attributes="member: 42582"><p>I remember that being said by a few people too. My memory tells me that Wicht was one of them, but perhaps I'm misremembering.</p><p></p><p>Nor is it, by default, a good playstyle. Nor is it in any real sense the default playstyle.</p><p></p><p>In Gygaxian dungeon play it is common for the GM to "say no", because the GM is reasoning from secret background to fictional positioning of which the players are unaware. But another feature of Gygaxian dungeon play is that it happens <em>in a dungeon</em>, and the players are therefore able to take steps to uncover that secret background, and hence to change their PCs' fictional positioning.</p><p></p><p>For instance, if a PC wizard tries to Detect Magic, and the GM says that nothing is registering, this might because there is no magic around, or it might be because there is lead or gold blocking the spell. In Gygaxian play, the expectation is that the players might have their PCs tear down tapestries, rip apart furnishings etc looking for possible lead or gold defeaters of their detection spells.</p><p></p><p>Once we move the same sort of play into the king's palace, however, the dynamic is very different. If a PC tries to detec magic and fails, his/her player can't just choose to have the PC start ripping apart walls, furnishings etc. In other words the players' freedom to acquire the secret backstory that will then allow them to take steps to improve their PCs' fictional positioning relative to their goals is much less.</p><p></p><p>In my view, this is part of why there is something of a tradition of seeing dungeon play as open-ended and non-railroady in a way that urban and social play is seen as the opposite, even though - at first blush - it might seem that there are far more many pathways to take in a city than in a dungeon. It is because of the different position in the two scenario-types of the players and their PCs relative to the unknown backstory which they need to learn if they are to succeed.</p><p></p><p>Secret backstory in dungeon play is a type of default D&D playstyle. White Plume Mountain, Tomb of Horrors, any number of old White Dwarf scenarios, and (as best I know it) a more recent homage like Labyrinth of Madness, are all meant to be played in this style.</p><p></p><p>But secret backstory in social, urban or intrigue play in my view has never been a default playstyle for D&D. It has always been contentious, precisely because in those different fictional settings it is so hard for the players to access the secret backstory other than by having clues parcled out by the GM, who - in playing the "natural responses" of the good and the great to having their homes burgled, their minds controlled, etc - is also playing the major role in determining from moment to moment how feasible it is for the players, via their PCs, to obtain the backstory they need. (I also think that the dynamics of this sort of play, with the GM being in control both of backstory reveals and of making moment-to-moment decisions about how hard it is to extract that backstory, in some cases contribute to the reasonably well-known phenomenon of the players relating to the setting and its inhabitants essentially in the mode of sociopaths or psychopaths rather than actually embracing and caring about them.)</p><p></p><p>For the sort of game I enjoy, a GM who sets an impossibly high DC for the chamberlain on the basis of secret backstory, or who for reasons of fictional positioning derived from that secret backstory simply has the chamberlain walk away or say no, is <em>not</em> doing his/her job. S/he is, rather, taking the first step along a path which I know for my group at least will create intolerable tensions at the table, as the GM becomes both the hoarder and the revealer of information with no reliable way for the players to engage the game directly, and acquire the information they need, via action resolution + known fictional position.</p><p></p><p>The 4e designers were clearly aware of this issue, or stuff in the neighbourhood, because when they wrote in their secret backstory that the duke can't be Intimidated, they also wrote in (i) that there is a clear mechanical way for the players to learn this (via Insight) and (ii) that this won't in itself end the players' propects of success, as up to 5 failures are permitted, and an Intimidate check won't contribute more than one of them.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6203515, member: 42582"] I remember that being said by a few people too. My memory tells me that Wicht was one of them, but perhaps I'm misremembering. Nor is it, by default, a good playstyle. Nor is it in any real sense the default playstyle. In Gygaxian dungeon play it is common for the GM to "say no", because the GM is reasoning from secret background to fictional positioning of which the players are unaware. But another feature of Gygaxian dungeon play is that it happens [I]in a dungeon[/I], and the players are therefore able to take steps to uncover that secret background, and hence to change their PCs' fictional positioning. For instance, if a PC wizard tries to Detect Magic, and the GM says that nothing is registering, this might because there is no magic around, or it might be because there is lead or gold blocking the spell. In Gygaxian play, the expectation is that the players might have their PCs tear down tapestries, rip apart furnishings etc looking for possible lead or gold defeaters of their detection spells. Once we move the same sort of play into the king's palace, however, the dynamic is very different. If a PC tries to detec magic and fails, his/her player can't just choose to have the PC start ripping apart walls, furnishings etc. In other words the players' freedom to acquire the secret backstory that will then allow them to take steps to improve their PCs' fictional positioning relative to their goals is much less. In my view, this is part of why there is something of a tradition of seeing dungeon play as open-ended and non-railroady in a way that urban and social play is seen as the opposite, even though - at first blush - it might seem that there are far more many pathways to take in a city than in a dungeon. It is because of the different position in the two scenario-types of the players and their PCs relative to the unknown backstory which they need to learn if they are to succeed. Secret backstory in dungeon play is a type of default D&D playstyle. White Plume Mountain, Tomb of Horrors, any number of old White Dwarf scenarios, and (as best I know it) a more recent homage like Labyrinth of Madness, are all meant to be played in this style. But secret backstory in social, urban or intrigue play in my view has never been a default playstyle for D&D. It has always been contentious, precisely because in those different fictional settings it is so hard for the players to access the secret backstory other than by having clues parcled out by the GM, who - in playing the "natural responses" of the good and the great to having their homes burgled, their minds controlled, etc - is also playing the major role in determining from moment to moment how feasible it is for the players, via their PCs, to obtain the backstory they need. (I also think that the dynamics of this sort of play, with the GM being in control both of backstory reveals and of making moment-to-moment decisions about how hard it is to extract that backstory, in some cases contribute to the reasonably well-known phenomenon of the players relating to the setting and its inhabitants essentially in the mode of sociopaths or psychopaths rather than actually embracing and caring about them.) For the sort of game I enjoy, a GM who sets an impossibly high DC for the chamberlain on the basis of secret backstory, or who for reasons of fictional positioning derived from that secret backstory simply has the chamberlain walk away or say no, is [I]not[/I] doing his/her job. S/he is, rather, taking the first step along a path which I know for my group at least will create intolerable tensions at the table, as the GM becomes both the hoarder and the revealer of information with no reliable way for the players to engage the game directly, and acquire the information they need, via action resolution + known fictional position. The 4e designers were clearly aware of this issue, or stuff in the neighbourhood, because when they wrote in their secret backstory that the duke can't be Intimidated, they also wrote in (i) that there is a clear mechanical way for the players to learn this (via Insight) and (ii) that this won't in itself end the players' propects of success, as up to 5 failures are permitted, and an Intimidate check won't contribute more than one of them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top