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
Flipping the Table: Did Removing Miniatures Save D&D?
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="Jay Verkuilen" data-source="post: 7752732" data-attributes="member: 6873517"><p>Heh, well it does <em>help</em> insofar as things declared "magic" explicitly break the "rules" of mundane reality. </p><p></p><p></p><p></p><p>I think you've got the intention somewhat wrong, my intention. I really want people to stay in character as much as possible. A sense of mystery is important for that. I will play with the fourth wall a bit, of course, recognizing that it's really a bunch of players sitting around a table/logged into a VTT, but I work pretty hard for it to be there and avoid breaking immersion. </p><p></p><p>This means that games that have a <em>lot</em> of things that break me out of that---lots of tedious arithmetic, bookkeeping, or chart consultation during the course of play would be examples---are problematic. If <em>every</em> <em>turn</em> I have to read the powers for important details, I'm constantly context-switching and not staying in the fiction. </p><p></p><p>Same goes for DMing. I tend to keep track of player desires and the general direction they want their character to go in. I'll throw in opportunities for them of course, often based on conversations we might have had off-line. Players can also mention things they're looking for IC. Say, when entering a new town, the player might say "Hey, I'm interested in seeing if such-and-so merchant is here. I need to get some of that newfangled plate armor." and the bard's player says, "Sure, I'll ask around for you to see if I can get you a good deal." This happens IC. Maybe Ye Olde Towne doesn't have a good armorer... why is that? It might suggest there's an issue, or provide a direction to go. "Ye Olde Towne used to have an armorer, but Baron Sir Duke drove him out, so he moved". Of course, for something really mundane I won't waste table time on it. "I want to buy some standard adventuring gear." No need to keep track of it unless the feel of the game requires that to reinforce it. If I were playing "Fallout: The Low Level Years" then, yeah, buying rope is a problem. "Sourcing the table" gives the DM a ton of information and new directions; a skilled DM knows how to do it to keep the fiction going. </p><p></p><p>You mentioned abstraction up-thread. I don't disagree that a TTRPG is abstract, but the more I'm having to fight with complicated rules (for whatever reason... badly written spells such as 3.X's <em>Dispel Magic</em> to impeccably written and game-balanced powers that require getting the details really right, such as many 4E powers), the more I get pulled into thinking about these things. </p><p></p><p>I'll make a close analogy: I've done a good bit of home musical recording. It's very hard to flip back and forth between "engineer" mindset, which is focused on getting a quality recording free of unwanted noise and "artist" mindset focused on getting a quality performance that hits all the notes right and evokes the desired emotion. This is why it's often helpful not to have to do the engineering when you just want to play. If the tools are really good at getting out of the way, it's <em>possible</em> to handle both roles. If not, it's better to let someone else do part of it. </p><p></p><p>Some scaffolding really helps both the player and DM. For example, one reason I like some item creation rules is that they save me from having to just make things up on the spot... "What goes into a healing potion?" "Uh... <scratches head, what did I say last time?>". As I said in a different post, I totally understand that WotC <em>fears</em> the CharOP/RAW rules lawyer mindset and wants to support DMs trying to avoid that, but IMO their way of fighting it by not publishing anything in certain areas isn't the way I'd go about it and has ended up being one of the more frustrating aspects of 5E. </p><p></p><p>There is, of course, a sweet spot that's different for every person: Enough of the right kinds of detail, but not too much. Insufficiently detailed mechanics become boring. So for me having rules that really support and work with keeping the game IC as much as possible is the thing. </p><p></p><p>Based on your posts, I think you're more of the "it's a game" kind of person. </p><p></p><p></p><p></p><p></p><p>"Roll D20 for d*ck length...." Yes, I've actually heard that. I left.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7752732, member: 6873517"] Heh, well it does [I]help[/I] insofar as things declared "magic" explicitly break the "rules" of mundane reality. I think you've got the intention somewhat wrong, my intention. I really want people to stay in character as much as possible. A sense of mystery is important for that. I will play with the fourth wall a bit, of course, recognizing that it's really a bunch of players sitting around a table/logged into a VTT, but I work pretty hard for it to be there and avoid breaking immersion. This means that games that have a [I]lot[/I] of things that break me out of that---lots of tedious arithmetic, bookkeeping, or chart consultation during the course of play would be examples---are problematic. If [I]every[/I] [I]turn[/I] I have to read the powers for important details, I'm constantly context-switching and not staying in the fiction. Same goes for DMing. I tend to keep track of player desires and the general direction they want their character to go in. I'll throw in opportunities for them of course, often based on conversations we might have had off-line. Players can also mention things they're looking for IC. Say, when entering a new town, the player might say "Hey, I'm interested in seeing if such-and-so merchant is here. I need to get some of that newfangled plate armor." and the bard's player says, "Sure, I'll ask around for you to see if I can get you a good deal." This happens IC. Maybe Ye Olde Towne doesn't have a good armorer... why is that? It might suggest there's an issue, or provide a direction to go. "Ye Olde Towne used to have an armorer, but Baron Sir Duke drove him out, so he moved". Of course, for something really mundane I won't waste table time on it. "I want to buy some standard adventuring gear." No need to keep track of it unless the feel of the game requires that to reinforce it. If I were playing "Fallout: The Low Level Years" then, yeah, buying rope is a problem. "Sourcing the table" gives the DM a ton of information and new directions; a skilled DM knows how to do it to keep the fiction going. You mentioned abstraction up-thread. I don't disagree that a TTRPG is abstract, but the more I'm having to fight with complicated rules (for whatever reason... badly written spells such as 3.X's [I]Dispel Magic[/I] to impeccably written and game-balanced powers that require getting the details really right, such as many 4E powers), the more I get pulled into thinking about these things. I'll make a close analogy: I've done a good bit of home musical recording. It's very hard to flip back and forth between "engineer" mindset, which is focused on getting a quality recording free of unwanted noise and "artist" mindset focused on getting a quality performance that hits all the notes right and evokes the desired emotion. This is why it's often helpful not to have to do the engineering when you just want to play. If the tools are really good at getting out of the way, it's [I]possible[/I] to handle both roles. If not, it's better to let someone else do part of it. Some scaffolding really helps both the player and DM. For example, one reason I like some item creation rules is that they save me from having to just make things up on the spot... "What goes into a healing potion?" "Uh... <scratches head, what did I say last time?>". As I said in a different post, I totally understand that WotC [I]fears[/I] the CharOP/RAW rules lawyer mindset and wants to support DMs trying to avoid that, but IMO their way of fighting it by not publishing anything in certain areas isn't the way I'd go about it and has ended up being one of the more frustrating aspects of 5E. There is, of course, a sweet spot that's different for every person: Enough of the right kinds of detail, but not too much. Insufficiently detailed mechanics become boring. So for me having rules that really support and work with keeping the game IC as much as possible is the thing. Based on your posts, I think you're more of the "it's a game" kind of person. "Roll D20 for d*ck length...." Yes, I've actually heard that. I left. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Flipping the Table: Did Removing Miniatures Save D&D?
Top