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
*TTRPGs General
Giving players narrative control: good bad or indifferent?
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="Fanaelialae" data-source="post: 5719149" data-attributes="member: 53980"><p>I don't see it that way at all.</p><p></p><p></p><p>Was there a shorter route? Not on the map. </p><p></p><p>Is there a shorter route now? Still not on the map, but if the check is high enough why shouldn't the player know a secret shortcut?</p><p></p><p></p><p>In my opinion, it isn't even really about letting players run the narrative. It's about using the dice the way the dice have always been used; to resolve an uncertain situation.</p><p></p><p>If there is literally no logical means for the players to reach the villain's destination before he did, I'd just say no. The fastest possible route is the fastest. However, unless I'm detailing a simplistic cavern or some such, I probably don't have the means to make such a determination without being arbitrary.</p><p></p><p>A map is static, and only good within a limited scope of detail. Perhaps the city streets are particularly crowded this day, or there's been a carriage accident on that road, and the PC knows a rooftop or sewer route that allows them to bypass traffic. If the villian's path includes turns, perhaps the PC knows a route cutting through shops and private residences that allows them to travel in a straight line. I'd probably require additional checks (like athletics to vault a fence) in the latter case, as obstacles might certainly slow them down as well. Just because you know a potentially faster route doesn't mean you necessarily have the means to take advantage of it.</p><p></p><p>Simulation is only an approximation. Unless you've determined every event that happens in a city, and every location of every person within that city at every moment, I think it's perfectly fair for the players to ask the DM to let the dice decide instead of forcing them to play through some arbitrary scripted event.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5719149, member: 53980"] I don't see it that way at all. Was there a shorter route? Not on the map. Is there a shorter route now? Still not on the map, but if the check is high enough why shouldn't the player know a secret shortcut? In my opinion, it isn't even really about letting players run the narrative. It's about using the dice the way the dice have always been used; to resolve an uncertain situation. If there is literally no logical means for the players to reach the villain's destination before he did, I'd just say no. The fastest possible route is the fastest. However, unless I'm detailing a simplistic cavern or some such, I probably don't have the means to make such a determination without being arbitrary. A map is static, and only good within a limited scope of detail. Perhaps the city streets are particularly crowded this day, or there's been a carriage accident on that road, and the PC knows a rooftop or sewer route that allows them to bypass traffic. If the villian's path includes turns, perhaps the PC knows a route cutting through shops and private residences that allows them to travel in a straight line. I'd probably require additional checks (like athletics to vault a fence) in the latter case, as obstacles might certainly slow them down as well. Just because you know a potentially faster route doesn't mean you necessarily have the means to take advantage of it. Simulation is only an approximation. Unless you've determined every event that happens in a city, and every location of every person within that city at every moment, I think it's perfectly fair for the players to ask the DM to let the dice decide instead of forcing them to play through some arbitrary scripted event. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
Top