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="JamesonCourage" data-source="post: 5722001" data-attributes="member: 6668292"><p>This is where I think it's not equivalent. You make a decision based on in-character knowledge, then use the mechanics to resolve it. For example, you'd say, "I swing my sword at the troll" when you know there's a troll, and you know he's within reach, then you use mechanics to resolve it. With the escaping villain, you'd use in-character knowledge in exactly the same way: I know this town well, I'm going to cut him off if possible, or chase him if I don't think I can, and I determine if it's successful by using mechanics.</p><p></p><p>You're saying that the opponent's don't even get to make in-character decisions, which is a luxury that PCs get. In a game where I want both NPCs and PCs making decisions from an in-character point of view, this fails for me, and hard.</p><p></p><p>When an NPC wants to walk across the street to a shop when the PCs are stealthily watching him, he doesn't make a check. He knows the exact route he needs to take. In a city where the NPC at hand is taking the most direct route (as was used in the example in the OP), there should be no roll to determine if that's suddenly not the case, much as there wouldn't be for a player character. That is, just like a PC can say, "I walk across the street to the shop" when he knows of the shop there, he can say, "I take the most direct route to the docks" if his character knows the most direct route there.</p><p></p><p>Now, I say, "should" and so on in the above, but I want to make it very clear, this is just my play style. I'm not saying the game needs to be run this way, nor am I saying that the game is more fun in any objective sense when run this way. It's just my style, so feel free to use what works for your group, and tear it up.</p><p></p><p></p><p>(1) That's not unreasonable to me if it makes sense. That is, looking at the game from a sense of internal consistency (not changing established facts, as the OP suggests be the case when the a shortcut would be created). To some groups, such as mine, this style of play is preferred, and much more rewarding than a more narrative style (and thus more fun for us).</p><p></p><p>(2) Having the most direct route is not an auto-win necessarily. You can still catch up, distract, trip up, etc. the villain. I think it's unfair to paint it as "you should be able to have a chance of cutting him off or it's unreasonable." That, to me, is unreasonable.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5722001, member: 6668292"] This is where I think it's not equivalent. You make a decision based on in-character knowledge, then use the mechanics to resolve it. For example, you'd say, "I swing my sword at the troll" when you know there's a troll, and you know he's within reach, then you use mechanics to resolve it. With the escaping villain, you'd use in-character knowledge in exactly the same way: I know this town well, I'm going to cut him off if possible, or chase him if I don't think I can, and I determine if it's successful by using mechanics. You're saying that the opponent's don't even get to make in-character decisions, which is a luxury that PCs get. In a game where I want both NPCs and PCs making decisions from an in-character point of view, this fails for me, and hard. When an NPC wants to walk across the street to a shop when the PCs are stealthily watching him, he doesn't make a check. He knows the exact route he needs to take. In a city where the NPC at hand is taking the most direct route (as was used in the example in the OP), there should be no roll to determine if that's suddenly not the case, much as there wouldn't be for a player character. That is, just like a PC can say, "I walk across the street to the shop" when he knows of the shop there, he can say, "I take the most direct route to the docks" if his character knows the most direct route there. Now, I say, "should" and so on in the above, but I want to make it very clear, this is just my play style. I'm not saying the game needs to be run this way, nor am I saying that the game is more fun in any objective sense when run this way. It's just my style, so feel free to use what works for your group, and tear it up. (1) That's not unreasonable to me if it makes sense. That is, looking at the game from a sense of internal consistency (not changing established facts, as the OP suggests be the case when the a shortcut would be created). To some groups, such as mine, this style of play is preferred, and much more rewarding than a more narrative style (and thus more fun for us). (2) Having the most direct route is not an auto-win necessarily. You can still catch up, distract, trip up, etc. the villain. I think it's unfair to paint it as "you should be able to have a chance of cutting him off or it's unreasonable." That, to me, is unreasonable. As always, play what you like :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Giving players narrative control: good bad or indifferent?
Top