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
Final playtest packet due in mid September.
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="Cyberen" data-source="post: 6178660" data-attributes="member: 69074"><p>[MENTION=6681948]N'raac[/MENTION], [MENTION=6688937]Ratskinner[/MENTION] : thanks for your comments !</p><p>By "pseudo-naturalistic physics engine", I mean departing from real-world physics is kind of a (mostly unexpected, I guess) feature of the rules : the rules define the physics, which define the world and its particular genre. It sucks hard at emulating any real or particular fictional world, but can provide a very compelling experience, from both sides of the screen : exploring for the players, tinkering for the DeMiurge (I guess it's what @howanwhy99 alludes to when he describes his D&D).</p><p>IMHO, a naturalistic ruleset focuses on the verisimilitude of the link between cause and effect. "Balance" is a vice : stronger causes should cause stronger effects, and as levelling is a measure of input (experience gained) rather than efficiency (output), some imbalance is "naturally" expected. </p><p>4e has shown that D&D is not married to naturalism, and showcased the strength of focusing on normalizing the output according to level...but it lost some features (and some players/customers) doing so.</p><p>I am tired of game mastery, but I think naturalism has a lot going for it. For instance, my group playstyle involves "emerging protagonism" : if, for some reason, a NPC takes a central role in the unfolding story, he can be promoted to PC status as the DM invite a new player (it's also a convenient way to replace casualties, as our group is not biased against explorational hazards such as starving to death <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />). This habit is clearly well supported by 3e take on NPCs built on the same chassis as PCs. It also creates interesting characters, such as a goblin sneak whose life was spared to serve as a guide (great fun, Gollum-style, but clearly a weaker PC than the rest of the group). I also find that having absolutely no assumption concerning what is playable or not opens interesting story venues. Of course, I fully endorse a disclaimer on those imbalanced options, to avoid trap choices, but having those options not supported by 4e was a big disappointment.</p></blockquote><p></p>
[QUOTE="Cyberen, post: 6178660, member: 69074"] [MENTION=6681948]N'raac[/MENTION], [MENTION=6688937]Ratskinner[/MENTION] : thanks for your comments ! By "pseudo-naturalistic physics engine", I mean departing from real-world physics is kind of a (mostly unexpected, I guess) feature of the rules : the rules define the physics, which define the world and its particular genre. It sucks hard at emulating any real or particular fictional world, but can provide a very compelling experience, from both sides of the screen : exploring for the players, tinkering for the DeMiurge (I guess it's what @howanwhy99 alludes to when he describes his D&D). IMHO, a naturalistic ruleset focuses on the verisimilitude of the link between cause and effect. "Balance" is a vice : stronger causes should cause stronger effects, and as levelling is a measure of input (experience gained) rather than efficiency (output), some imbalance is "naturally" expected. 4e has shown that D&D is not married to naturalism, and showcased the strength of focusing on normalizing the output according to level...but it lost some features (and some players/customers) doing so. I am tired of game mastery, but I think naturalism has a lot going for it. For instance, my group playstyle involves "emerging protagonism" : if, for some reason, a NPC takes a central role in the unfolding story, he can be promoted to PC status as the DM invite a new player (it's also a convenient way to replace casualties, as our group is not biased against explorational hazards such as starving to death :p). This habit is clearly well supported by 3e take on NPCs built on the same chassis as PCs. It also creates interesting characters, such as a goblin sneak whose life was spared to serve as a guide (great fun, Gollum-style, but clearly a weaker PC than the rest of the group). I also find that having absolutely no assumption concerning what is playable or not opens interesting story venues. Of course, I fully endorse a disclaimer on those imbalanced options, to avoid trap choices, but having those options not supported by 4e was a big disappointment. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Final playtest packet due in mid September.
Top