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
*TTRPGs General
Flavour First vs Game First - a comparison
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="Irda Ranger" data-source="post: 4458173" data-attributes="member: 1003"><p>This is a neat way to look at game design, but I don't think it's the source of the problem you describe. Like others up thread, I think flavor should come first but that a positive feedback loop between both is necessary to end up with a playable game. </p><p></p><p>Your problem though is primarily with PCs that were designed for a different campaign then the one they find themselves in. Or maybe your problem is more generally with class design that's not universally useful in all kinds of campaigns.</p><p></p><p>After all, a Ranger in a borderlands orc-war campaign is going to be pretty bad ass. The Paladin though is going to be frustrated by always having to leave his horse and plate armor behind when it's time to spelunk or brachiate. Is that a problem with flavor first class design, or campaign design, or just a player-dm communications breakdown. I think it's the last one.</p><p></p><p>As a simple for-instance, I had to reengineer my character in my Iron Heroes group because I had designed him expecting more wilderness adventuring. Since we were all city, all the time it was frustrating that several of his feats and skills were never used. That was my fault for making a PC poorly made for the campaign, not the game's fault.</p><p></p><p>Is it possible to make a character that will be useful in every possible setting? Is it a good idea? Do they have a distinct flavor and character left if you do that? I think the answer to all three is: No.</p><p></p><p></p><p></p><p>I disagree. We play D&D for its flavor. Throw that out and we might as well be playing chess or TF2. It's nice to have good rules, but the flavor <em>must </em>be right. When push comes to shove, flavor should win. Many people seem a lot more tolerant of minor rules inconsistency than flavor inconsistency. Just look at the thread on "Are Fighter Exploits Magic?". The rules must be well designed <em>and </em>support the flavor you're looking for.</p><p></p><p></p><p></p><p>How does M&M handle flavor/rule conflicts? It seems to me that the flavor can either be anything or nothing, but not in between. If the rule say "Power A can do X, Y and Z, and is limited by 1 and 2." then only certain things (and maybe nothing!) can fit that description. Power Suits run out of fuel; electricity grounds when fire doesn't; boomerangs are slower than bullets; etc. When you're playing M&M (or any game where flavor is "tacked on" by the players) you need to decide ahead of time "Okay, when flavor and rule conflict (which is inevitable, even if rare), which wins?" </p><p></p><p>I say flavor wins, alway. What does M&M say? If it says "Rules win", then what's the point of your Cheops Drop Pyramid when it's only a pyramid "most of the time"?</p><p></p><p>My takeaway points are:</p><p>1. Great roleplaying needs great flavor, so flavor first. There's a reason <em>The Lord of the Rings</em> inspires more D&D campaigns than ... well, anything, or that the new <em>Battlestar Gallactica</em> is more likely to have RPG success than the 1970s version.</p><p>2. Fun times are helped by playable rules, so keep an eye on those; but they aren't the reason you play an RPG. </p><p>3. Make sure PCs are suited to the campaign. Paladins in Lankmar or Pirates in Mongolia just aren't good ideas.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4458173, member: 1003"] This is a neat way to look at game design, but I don't think it's the source of the problem you describe. Like others up thread, I think flavor should come first but that a positive feedback loop between both is necessary to end up with a playable game. Your problem though is primarily with PCs that were designed for a different campaign then the one they find themselves in. Or maybe your problem is more generally with class design that's not universally useful in all kinds of campaigns. After all, a Ranger in a borderlands orc-war campaign is going to be pretty bad ass. The Paladin though is going to be frustrated by always having to leave his horse and plate armor behind when it's time to spelunk or brachiate. Is that a problem with flavor first class design, or campaign design, or just a player-dm communications breakdown. I think it's the last one. As a simple for-instance, I had to reengineer my character in my Iron Heroes group because I had designed him expecting more wilderness adventuring. Since we were all city, all the time it was frustrating that several of his feats and skills were never used. That was my fault for making a PC poorly made for the campaign, not the game's fault. Is it possible to make a character that will be useful in every possible setting? Is it a good idea? Do they have a distinct flavor and character left if you do that? I think the answer to all three is: No. I disagree. We play D&D for its flavor. Throw that out and we might as well be playing chess or TF2. It's nice to have good rules, but the flavor [I]must [/I]be right. When push comes to shove, flavor should win. Many people seem a lot more tolerant of minor rules inconsistency than flavor inconsistency. Just look at the thread on "Are Fighter Exploits Magic?". The rules must be well designed [I]and [/I]support the flavor you're looking for. How does M&M handle flavor/rule conflicts? It seems to me that the flavor can either be anything or nothing, but not in between. If the rule say "Power A can do X, Y and Z, and is limited by 1 and 2." then only certain things (and maybe nothing!) can fit that description. Power Suits run out of fuel; electricity grounds when fire doesn't; boomerangs are slower than bullets; etc. When you're playing M&M (or any game where flavor is "tacked on" by the players) you need to decide ahead of time "Okay, when flavor and rule conflict (which is inevitable, even if rare), which wins?" I say flavor wins, alway. What does M&M say? If it says "Rules win", then what's the point of your Cheops Drop Pyramid when it's only a pyramid "most of the time"? My takeaway points are: 1. Great roleplaying needs great flavor, so flavor first. There's a reason [I]The Lord of the Rings[/I] inspires more D&D campaigns than ... well, anything, or that the new [I]Battlestar Gallactica[/I] is more likely to have RPG success than the 1970s version. 2. Fun times are helped by playable rules, so keep an eye on those; but they aren't the reason you play an RPG. 3. Make sure PCs are suited to the campaign. Paladins in Lankmar or Pirates in Mongolia just aren't good ideas. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Flavour First vs Game First - a comparison
Top