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
*Pathfinder & Starfinder
From the WotC Boards: Mearls on 'Aggro'
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="Celebrim" data-source="post: 3887867" data-attributes="member: 4937"><p>I don't see how. I don't fully agree with Driddle on both style and substance, but I don't see why I should accept your uncharitable characterization of what he's saying.</p><p></p><p></p><p></p><p>I don't think it is either. I believe Driddle comment is what it is on its face - a criticism of a development process which to Driddle is too uncritical of adopting facets of popular computer games into D&D. I think if I had to paraphrase Driddle it wouldn't be, "All ideas from video games are bad ideas." but rather, "Just because it works for a video game, doesn't mean it should be treated like a good idea." </p><p></p><p>As a programmer and player of both pen and paper and computer RPGs, I can sympathize with that. So often computers do things the way they do because they are such a limited platform compared to the human imagination. And alot of things that they do do well, like say basic arithmatic or book keeping, aren't necessarily applicable to PnP games because humans don't do that nearly as well or as speedily. </p><p></p><p>I leave it to Driddle to decide who has gathered the better sense of his posts.</p><p></p><p></p><p></p><p>Well, obvious to me, obviously. And, obvious I would hope to any game designer that isn't so wrapped up in the design process that they've lost track of the reasons why they are doing the things that they are doing. Mearls is a pretty good designer. I'm not at all surprised that he rejected this sort of thing. I am surprised, especially based on his prior comments about his own understanding of what made for a good design, that he tried this in the first place. It should have been completely obvious that if you tried to impose this sort of constraint on DMs, one of the first things that they'd do was simply ignore the rules. Much like the 'morale' system from earlier editions, DMs will tend to ignore the rule in favor of thier own judgement of what is fun and will resent players telling them what monsters do. When you design into the rules a rule that is made to be broken, and which it seems likely most groups are going to ignore, it calls into question whether it should be a rule in the first place.</p><p></p><p>This is also an example of trying to compete with a computer game by playing your weakness against its strength, instead of your strength against its weakness. One of the strengths of PnP is the richness of behavior and complexity that having a DM can bring to NPCs that computers just can't provide. Monsters behaving mechanically is one of the weakness of computers, and one of the sources of tedium in those games in the long run. By incorporating that weakness into a PnP game, you run the risk of having a situation where when 6 gamers get to gather, they'd rather have a LAN party (or get together online) than play a PnP because the PnP isn't offering much of anything that the cRPG isn't, and no one wants to be the DM because the job is reduced to drudgery. It should be obvious that on the whole, making this a rule rather than a suggestion, decreases DM fun rather than increases it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3887867, member: 4937"] I don't see how. I don't fully agree with Driddle on both style and substance, but I don't see why I should accept your uncharitable characterization of what he's saying. I don't think it is either. I believe Driddle comment is what it is on its face - a criticism of a development process which to Driddle is too uncritical of adopting facets of popular computer games into D&D. I think if I had to paraphrase Driddle it wouldn't be, "All ideas from video games are bad ideas." but rather, "Just because it works for a video game, doesn't mean it should be treated like a good idea." As a programmer and player of both pen and paper and computer RPGs, I can sympathize with that. So often computers do things the way they do because they are such a limited platform compared to the human imagination. And alot of things that they do do well, like say basic arithmatic or book keeping, aren't necessarily applicable to PnP games because humans don't do that nearly as well or as speedily. I leave it to Driddle to decide who has gathered the better sense of his posts. Well, obvious to me, obviously. And, obvious I would hope to any game designer that isn't so wrapped up in the design process that they've lost track of the reasons why they are doing the things that they are doing. Mearls is a pretty good designer. I'm not at all surprised that he rejected this sort of thing. I am surprised, especially based on his prior comments about his own understanding of what made for a good design, that he tried this in the first place. It should have been completely obvious that if you tried to impose this sort of constraint on DMs, one of the first things that they'd do was simply ignore the rules. Much like the 'morale' system from earlier editions, DMs will tend to ignore the rule in favor of thier own judgement of what is fun and will resent players telling them what monsters do. When you design into the rules a rule that is made to be broken, and which it seems likely most groups are going to ignore, it calls into question whether it should be a rule in the first place. This is also an example of trying to compete with a computer game by playing your weakness against its strength, instead of your strength against its weakness. One of the strengths of PnP is the richness of behavior and complexity that having a DM can bring to NPCs that computers just can't provide. Monsters behaving mechanically is one of the weakness of computers, and one of the sources of tedium in those games in the long run. By incorporating that weakness into a PnP game, you run the risk of having a situation where when 6 gamers get to gather, they'd rather have a LAN party (or get together online) than play a PnP because the PnP isn't offering much of anything that the cRPG isn't, and no one wants to be the DM because the job is reduced to drudgery. It should be obvious that on the whole, making this a rule rather than a suggestion, decreases DM fun rather than increases it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
From the WotC Boards: Mearls on 'Aggro'
Top