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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
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="hawkeyefan" data-source="post: 9634947" data-attributes="member: 6785785"><p>So a vague reference to some other thread is all you have to back up your assertion? That’s pretty weak. </p><p></p><p>Exactly what’s going on is mostly established by the GM. They design the town to be beset by sin. They’re going to decide what the sin is and how it’s manifested. So I don’t really accept your assertion about “what’s going on” being vague.</p><p></p><p>The physical space of the town may be very detailed or may not. This’ll vary by GM and town, I think. But these facts do get established in play, and then inform what happens. So while I will admit it's possible that a GM can introduce a town and not have a complete map of the place already set, I also don’t think that’s really all that different from trad play. Not every town is detailed like that, and certainly larger settlements by necessity become less detailed. It doesn’t impact play negatively in any way.</p><p></p><p></p><p></p><p></p><p>Why would I understand that? As I said, I can only go off what you say about your game and about the game overall. The examples you’ve shared have shown there’s something off. The comments you make don’t do anything to change that. </p><p></p><p></p><p></p><p>But it reveals some serious failure to understand the basic structures of the game. </p><p></p><p></p><p></p><p>No, the GM does not get to create new complications from nothing on most rolls. He’s bound by the fictional situation. He’s supposed to telegraph danger first so that the stakes are clear.</p><p></p><p>The players are going to choose a score. Yes, the GM will come up with obstacles, but he’s not really free to just do whatever he wants. He’s bound by the relevant factors of the score. If the crew is sneaking into an estate of a powerful family (by choosing a Stealth Score, for instance) then the GM is going to frame the obstacles accordingly… sentries, guard dogs, perhaps some ghostly guardian or other supernatural element. These will be framed by player choice.</p><p></p><p>So yeah… this is why it’s unclear to me. Because the things that you insist are true about play are obviously in contrast with what the book says. They don’t seem to take any of the GMing principles and best practices and bad habits into consideration.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9634947, member: 6785785"] So a vague reference to some other thread is all you have to back up your assertion? That’s pretty weak. Exactly what’s going on is mostly established by the GM. They design the town to be beset by sin. They’re going to decide what the sin is and how it’s manifested. So I don’t really accept your assertion about “what’s going on” being vague. The physical space of the town may be very detailed or may not. This’ll vary by GM and town, I think. But these facts do get established in play, and then inform what happens. So while I will admit it's possible that a GM can introduce a town and not have a complete map of the place already set, I also don’t think that’s really all that different from trad play. Not every town is detailed like that, and certainly larger settlements by necessity become less detailed. It doesn’t impact play negatively in any way. Why would I understand that? As I said, I can only go off what you say about your game and about the game overall. The examples you’ve shared have shown there’s something off. The comments you make don’t do anything to change that. But it reveals some serious failure to understand the basic structures of the game. No, the GM does not get to create new complications from nothing on most rolls. He’s bound by the fictional situation. He’s supposed to telegraph danger first so that the stakes are clear. The players are going to choose a score. Yes, the GM will come up with obstacles, but he’s not really free to just do whatever he wants. He’s bound by the relevant factors of the score. If the crew is sneaking into an estate of a powerful family (by choosing a Stealth Score, for instance) then the GM is going to frame the obstacles accordingly… sentries, guard dogs, perhaps some ghostly guardian or other supernatural element. These will be framed by player choice. So yeah… this is why it’s unclear to me. Because the things that you insist are true about play are obviously in contrast with what the book says. They don’t seem to take any of the GMing principles and best practices and bad habits into consideration. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GM fiat - an illustration
Top