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
*Pathfinder & Starfinder
Game rules are not the physics of the game world
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="I'm A Banana" data-source="post: 4035629" data-attributes="member: 2067"><p>The issue is that for my character, this distinction does not exist, and thus in playing the role of my character, I cannot allow this distinction to exist in thier mind (or else I feel like I'm metagaming too much and it removes me from the game). This means that my character has to fear the mundane more than the epic, that a fall from a horse, to my character, is more deadly than the jaws of the great wyrm Galgathraxas, because an old country nag can succeed where Galgrathaxas has failed. </p><p></p><p></p><p></p><p>This doesn't match with the expectations for a heroic game (Frodo most definately is not the same sort of hobbit as the rest of the Shire). It shatters my suspension of disbelief in an RPG when it doesn't in other media because an RPG is a game, and is thus interactive, whereas a story or a movie is passive, and thus is beyond my reach of affecting. In an RPG, there aren't really protagonists as much as there are PC's, which must succceed or fail by the rules to have any meaningful success or failure to me. And if the DM doesn't play by the rules, then it means less when my PC does. </p><p></p><p>It shattered my suspension of disbelief when Aeris died, too, and that's one of the huge and frequently accurate criticisms of a lot of single-player CRPG's: they're a 30-hour long movie you press buttons to advance through. </p><p></p><p>I'm not interested in gaining that at the gaming table.</p><p></p><p></p><p></p><p>Because playing the game is not, for me, about narrative control. There is, essentially, no real narrative to control. The narrative is a framing device, not a goal, not a tool, it is an excuse to roll dice, not an end in and of itself, so I wouldn't request such a thing, and I'd only grudgingly consent to it in a limited degree, because it feels empty to me, devoid of meaning in a context where meaning is defined by the roll of a die, not the progress of a plot (which is what stories and movies gain meaning from, but not where D&D gains meaning from, for me). </p><p></p><p></p><p></p><p>The hinge is how it happens.</p><p></p><p>Does it happen because I talk with the GM in a metagame context? This is unsatisfying to me: "Can I do X? Can I do Y? Can I do Z?"</p><p></p><p>Or does it happen because I roll some dice and make it happen, and the GM gives me rules by which I can do that? This is satisfying to me: "I roll X. I attack for Y. I get Z, is that enough?"</p><p></p><p></p><p></p><p>The solution, for me, is to use or create a rule where this happens, not to violate the rules to force it to happen.</p><p></p><p>For instance, a mechanic to gain BAB without gaining HP that is available to all players as well as NPC's would be fine. In my own games, I just largely accepted that skill at swordplay was relative. A 1st level warrior or even fighter, in comparison to 90% of the world, would be quite skilled at swordplay, though I could still buy his death by horse-fall. He wouldn't be skilled in comparison to the PC's, but do I just want him to be known as skilled (vs. the general rest of the world), or do I expect him to be trading blows with my 15th level heroes?</p><p></p><p>Breaking the rules means that my confidence in the DM, and my ability to believe his world, and my trust that the game is in my hands in a way that is meanignful to me, is also fairly well broken.</p><p></p><p>I'd also like to assert that this isn't about simulation for me. Indeed, it is about as purely a gamist argument as you can get: all the players obey the rules of the game at all times. The narrativist, in this case, is the one who wants to ignore the game for a good story. I'm not happy with Amber Diceless, nor am I happy with Harnworld.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4035629, member: 2067"] The issue is that for my character, this distinction does not exist, and thus in playing the role of my character, I cannot allow this distinction to exist in thier mind (or else I feel like I'm metagaming too much and it removes me from the game). This means that my character has to fear the mundane more than the epic, that a fall from a horse, to my character, is more deadly than the jaws of the great wyrm Galgathraxas, because an old country nag can succeed where Galgrathaxas has failed. This doesn't match with the expectations for a heroic game (Frodo most definately is not the same sort of hobbit as the rest of the Shire). It shatters my suspension of disbelief in an RPG when it doesn't in other media because an RPG is a game, and is thus interactive, whereas a story or a movie is passive, and thus is beyond my reach of affecting. In an RPG, there aren't really protagonists as much as there are PC's, which must succceed or fail by the rules to have any meaningful success or failure to me. And if the DM doesn't play by the rules, then it means less when my PC does. It shattered my suspension of disbelief when Aeris died, too, and that's one of the huge and frequently accurate criticisms of a lot of single-player CRPG's: they're a 30-hour long movie you press buttons to advance through. I'm not interested in gaining that at the gaming table. Because playing the game is not, for me, about narrative control. There is, essentially, no real narrative to control. The narrative is a framing device, not a goal, not a tool, it is an excuse to roll dice, not an end in and of itself, so I wouldn't request such a thing, and I'd only grudgingly consent to it in a limited degree, because it feels empty to me, devoid of meaning in a context where meaning is defined by the roll of a die, not the progress of a plot (which is what stories and movies gain meaning from, but not where D&D gains meaning from, for me). The hinge is how it happens. Does it happen because I talk with the GM in a metagame context? This is unsatisfying to me: "Can I do X? Can I do Y? Can I do Z?" Or does it happen because I roll some dice and make it happen, and the GM gives me rules by which I can do that? This is satisfying to me: "I roll X. I attack for Y. I get Z, is that enough?" The solution, for me, is to use or create a rule where this happens, not to violate the rules to force it to happen. For instance, a mechanic to gain BAB without gaining HP that is available to all players as well as NPC's would be fine. In my own games, I just largely accepted that skill at swordplay was relative. A 1st level warrior or even fighter, in comparison to 90% of the world, would be quite skilled at swordplay, though I could still buy his death by horse-fall. He wouldn't be skilled in comparison to the PC's, but do I just want him to be known as skilled (vs. the general rest of the world), or do I expect him to be trading blows with my 15th level heroes? Breaking the rules means that my confidence in the DM, and my ability to believe his world, and my trust that the game is in my hands in a way that is meanignful to me, is also fairly well broken. I'd also like to assert that this isn't about simulation for me. Indeed, it is about as purely a gamist argument as you can get: all the players obey the rules of the game at all times. The narrativist, in this case, is the one who wants to ignore the game for a good story. I'm not happy with Amber Diceless, nor am I happy with Harnworld. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game rules are not the physics of the game world
Top