Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
GM : Spellcaster Arms Race
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="D1Tremere" data-source="post: 8195936" data-attributes="member: 61148"><p>My simple answer to the TCs question is, as often as is needed to keep the game fun for the players.</p><p>The rules are there to provide a sense of stability, the physics if you will, of the game world. Like the real world they need to trust that in general they can run or jump and so forth as expected. They also know that, like the real world, either their knowledge of the physics may be subtly incorrect or the physics themselves may not work as expected under some circumstances. This is a case of specific beats general. As a DM/GM I don't want to break the physics (fudging dice rolls, creating events on the fly, etc.) to the point where the players lose immersion or stop having fun. I also do not want the players to feel unchallenged when facing adversity. That means I try very hard to know my players, the scenes they will be in for the session, and how best to modify them if needed to maintain both immersion, or player buy in if you will, and a sense of excitement from dangerous adversities. It really is a balancing act as opposed to a formula.</p><p>I also have no qualms about adjusting scenes as needed. If I need to fudge a roll, add or remove elements in some way, etc., I will. The caveats to this are that such measures need to be in service to making the game as fun as possible for my players, which is my primary goal when running. </p><p>Example: One of my players made the unexpected move of jumping from a ship with an assassin's target while the other players engaged the assassin. Next game I will be using tentacles from the Kraken mini by Wizkids to attack him and the target in the water. The monster that the tentacles belong to is deep in an underwater cave that the PC will not likely be able to access, leaving just the tentacles with HP/attacks/abilities that I choose to be useful for the scene to keep this player engaged and add more tension to the scene.</p><p>Obviously this is just my position. There is no right or wrong way to play or DM.</p></blockquote><p></p>
[QUOTE="D1Tremere, post: 8195936, member: 61148"] My simple answer to the TCs question is, as often as is needed to keep the game fun for the players. The rules are there to provide a sense of stability, the physics if you will, of the game world. Like the real world they need to trust that in general they can run or jump and so forth as expected. They also know that, like the real world, either their knowledge of the physics may be subtly incorrect or the physics themselves may not work as expected under some circumstances. This is a case of specific beats general. As a DM/GM I don't want to break the physics (fudging dice rolls, creating events on the fly, etc.) to the point where the players lose immersion or stop having fun. I also do not want the players to feel unchallenged when facing adversity. That means I try very hard to know my players, the scenes they will be in for the session, and how best to modify them if needed to maintain both immersion, or player buy in if you will, and a sense of excitement from dangerous adversities. It really is a balancing act as opposed to a formula. I also have no qualms about adjusting scenes as needed. If I need to fudge a roll, add or remove elements in some way, etc., I will. The caveats to this are that such measures need to be in service to making the game as fun as possible for my players, which is my primary goal when running. Example: One of my players made the unexpected move of jumping from a ship with an assassin's target while the other players engaged the assassin. Next game I will be using tentacles from the Kraken mini by Wizkids to attack him and the target in the water. The monster that the tentacles belong to is deep in an underwater cave that the PC will not likely be able to access, leaving just the tentacles with HP/attacks/abilities that I choose to be useful for the scene to keep this player engaged and add more tension to the scene. Obviously this is just my position. There is no right or wrong way to play or DM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
GM : Spellcaster Arms Race
Top