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
*Dungeons & Dragons
GMing and "Player Skill"
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="Umbran" data-source="post: 9748116" data-attributes="member: 177"><p>I think the issue we are considering is more complex than this.</p><p></p><p>One element at hand is that we <em>are</em> playing a game, and that game effectively give results the players desire, or don't desire, based on choices. But, that game is also set <em>within a fiction</em>, and the game does not, by any means, depict the entirety of that fiction. </p><p></p><p>GM and players combined, then, have some challenges - how do we remain true to the overall fiction while also playing the game well? The game is built around exciting conflicts, the time at table largely spend resoling those exciting conflicts, and we only have so much time to play. If I only have a few hours every few weeks to play, I have to maximize the value of those sessions. </p><p></p><p>And, let's face it, NPCs and monsters who are basically nice folks do not intrinsically generate exciting conflicts. So, the GM isn't really incentivized to spend much time on nice folks. That leads to the players not being incentivized to treat figures in game as basically nice folks - to do so is sub-optimal in a game-play sense.</p><p></p><p>There are some solutions: The players can just bite the bullet and sometimes be at a disadvantage. The GM can include a modicum of stuff that's less exciting, to establish that players shouldn't be sociopaths...</p><p></p><p>On the game-design side, you can <em>reward</em> the players for some behavior. Many flaw systems are of the from, "You get a bennie if this flaw makes some difficulty for the characters." You can treat PCs like they have a "heroic behavior" flaw, such that they get a bennie if they treat something they see as basically a nice person, and that turns out to be a bad choice.</p><p></p><p>This last allows the GM to largely hold to keeping with most NPCs and monsters being right bastards, while still having the PCs <em>act like</em> there are good people out there in the fiction that might just happen to be here in-session.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9748116, member: 177"] I think the issue we are considering is more complex than this. One element at hand is that we [I]are[/I] playing a game, and that game effectively give results the players desire, or don't desire, based on choices. But, that game is also set [I]within a fiction[/I], and the game does not, by any means, depict the entirety of that fiction. GM and players combined, then, have some challenges - how do we remain true to the overall fiction while also playing the game well? The game is built around exciting conflicts, the time at table largely spend resoling those exciting conflicts, and we only have so much time to play. If I only have a few hours every few weeks to play, I have to maximize the value of those sessions. And, let's face it, NPCs and monsters who are basically nice folks do not intrinsically generate exciting conflicts. So, the GM isn't really incentivized to spend much time on nice folks. That leads to the players not being incentivized to treat figures in game as basically nice folks - to do so is sub-optimal in a game-play sense. There are some solutions: The players can just bite the bullet and sometimes be at a disadvantage. The GM can include a modicum of stuff that's less exciting, to establish that players shouldn't be sociopaths... On the game-design side, you can [I]reward[/I] the players for some behavior. Many flaw systems are of the from, "You get a bennie if this flaw makes some difficulty for the characters." You can treat PCs like they have a "heroic behavior" flaw, such that they get a bennie if they treat something they see as basically a nice person, and that turns out to be a bad choice. This last allows the GM to largely hold to keeping with most NPCs and monsters being right bastards, while still having the PCs [I]act like[/I] there are good people out there in the fiction that might just happen to be here in-session. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
GMing and "Player Skill"
Top