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
*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
*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
FKR: How Fewer Rules Can Make D&D Better
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="EzekielRaiden" data-source="post: 9026382" data-attributes="member: 6790260"><p>You don't actually need a "no rules" system to do this though. This is how Dungeon World works, for example. In its most basic sense, you have a conversation about the events that are going on ("the fiction") until someone does something that is uncertain in outcome and where there are interesting consequences for both success and failure.*</p><p></p><p>At this point, you make a move. Believe it or not, <em>several</em> moves in DW have shockingly similar structure to exactly what you described there. They just have one key difference:</p><p></p><p>It's not all up to the GM whether things succeed or not.</p><p></p><p>That's sort of the critical problem here. In absolutely pure negotiation land, 100% of the negative consequences, the failures, the falling-just-short, comes from the GM deciding that the players simply don't succeed. There is no possibility for the GM to believe that both success <em>and</em> failure could occur, unless they are simply being completely arbitrary in their decisions.</p><p></p><p>More importantly, I have no idea what you mean by "it minimizes negotiation." That structure IS negotiation! That's literally what it is. You are offering "a worse outcome, hard bargain, or ugly choice," and figuring out what the player will accept. You are rejecting proposals, but offering alternatives. Etc. It is very literally the process of negotiation, making offers and counter-offers until a deal is struck.</p><p></p><p>*Which does not mean every failure directly leads to high octane action. Just means when you fail, it costs something important (resources, time, allies, etc.), or hurts you in a meaningful way (damage, separation, kidnapping, dead hostages, etc.), or empowers your opposition (the guards know there are intruders, the ritual is completed, the bad guys you were chasing escape, etc.), or some other interesting Bad Thing happens.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9026382, member: 6790260"] You don't actually need a "no rules" system to do this though. This is how Dungeon World works, for example. In its most basic sense, you have a conversation about the events that are going on ("the fiction") until someone does something that is uncertain in outcome and where there are interesting consequences for both success and failure.* At this point, you make a move. Believe it or not, [I]several[/I] moves in DW have shockingly similar structure to exactly what you described there. They just have one key difference: It's not all up to the GM whether things succeed or not. That's sort of the critical problem here. In absolutely pure negotiation land, 100% of the negative consequences, the failures, the falling-just-short, comes from the GM deciding that the players simply don't succeed. There is no possibility for the GM to believe that both success [I]and[/I] failure could occur, unless they are simply being completely arbitrary in their decisions. More importantly, I have no idea what you mean by "it minimizes negotiation." That structure IS negotiation! That's literally what it is. You are offering "a worse outcome, hard bargain, or ugly choice," and figuring out what the player will accept. You are rejecting proposals, but offering alternatives. Etc. It is very literally the process of negotiation, making offers and counter-offers until a deal is struck. *Which does not mean every failure directly leads to high octane action. Just means when you fail, it costs something important (resources, time, allies, etc.), or hurts you in a meaningful way (damage, separation, kidnapping, dead hostages, etc.), or empowers your opposition (the guards know there are intruders, the ritual is completed, the bad guys you were chasing escape, etc.), or some other interesting Bad Thing happens. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
FKR: How Fewer Rules Can Make D&D Better
Top