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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
GMing: How to fudge NOT using the dice.
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="thefutilist" data-source="post: 9555763" data-attributes="member: 7044566"><p>I think the permanence of stuff is such a big deal that the tables relationship towards it creates fundamentally different modes of play.</p><p></p><p></p><p>Roads to Rome: What Brennan Lee Mulligan does. Essentially a mix between quantum ogres and responsiveness with more emphasis on the quantum ogres.</p><p></p><p></p><p>Narrative: What John Harper does, and what I think [USER=85870]@innerdude[/USER] is advocating for. Very similar to Roads to Rome but more emphasis is placed on responsiveness.</p><p></p><p></p><p>Challenge sim: What Questing Beast does. Stuff is fixed and needs to be fixed for the mode to make sense given how challenge focused it is.</p><p></p><p></p><p>Story sim; What Ron Edwards does. Stuff is fixed and needs to be fixed for the mode to make sense given it's whole orientation towards resolving a situation.</p><p></p><p></p><p>I think it's easy to be misled by stuff that might be kind of superficial. So a Call of Cthulu detective scenario where the players have well drawn characters and are trying to figure out the mystery (with a chance to actually fail), is far more similar to an OSR pawn stance dungeon crawl than it is to Critical Roll. Even though, superficially, it looks far closer to Critical Roll.</p><p></p><p></p><p></p><p>CONTENTIOUS BIT</p><p></p><p>If you think there are fundamental differences in mode, like I do, then agency is a red herring. General game advice is not fungible across modes, it only appears so because the community tends to treat role-playing as very similar with just a few different procedure preferences. In actuality what's considered agency in one mode is utterly irrelevant in another.</p><p></p><p></p><p></p><p>Sandra's Blorb principles got mentioned a few pages ago:</p><p></p><p><a href="https://idiomdrottning.org/blorb-principles" target="_blank">Blorb Principles</a></p><p></p><p>I'm a story sim kind of guy, I have a lot in common with Sandra but some of the stuff I do would totally destroy play for her. What bits are solid and how, pretty much constitutes the rpg medium. I think of it like a canvas. Sandra wants to paint a beautiful landscape but I've dipped the canvas into a glue water mix and handed her paper mache. She can't use the medium to do what she wants to do.</p><p></p><p>Likewise I feel @innerdudes frustration. Fixed pieces destroy or severely compromise the medium and thus player agency in his mode.</p><p></p><p>The exception is that illusionism is just bad because it involves the GM pretending we're in one mode when actually we're in another. The fact that illusionist advice is so widespread in the hobby shows how broken it is.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9555763, member: 7044566"] I think the permanence of stuff is such a big deal that the tables relationship towards it creates fundamentally different modes of play. Roads to Rome: What Brennan Lee Mulligan does. Essentially a mix between quantum ogres and responsiveness with more emphasis on the quantum ogres. Narrative: What John Harper does, and what I think [USER=85870]@innerdude[/USER] is advocating for. Very similar to Roads to Rome but more emphasis is placed on responsiveness. Challenge sim: What Questing Beast does. Stuff is fixed and needs to be fixed for the mode to make sense given how challenge focused it is. Story sim; What Ron Edwards does. Stuff is fixed and needs to be fixed for the mode to make sense given it's whole orientation towards resolving a situation. I think it's easy to be misled by stuff that might be kind of superficial. So a Call of Cthulu detective scenario where the players have well drawn characters and are trying to figure out the mystery (with a chance to actually fail), is far more similar to an OSR pawn stance dungeon crawl than it is to Critical Roll. Even though, superficially, it looks far closer to Critical Roll. CONTENTIOUS BIT If you think there are fundamental differences in mode, like I do, then agency is a red herring. General game advice is not fungible across modes, it only appears so because the community tends to treat role-playing as very similar with just a few different procedure preferences. In actuality what's considered agency in one mode is utterly irrelevant in another. Sandra's Blorb principles got mentioned a few pages ago: [URL='https://idiomdrottning.org/blorb-principles']Blorb Principles[/URL] I'm a story sim kind of guy, I have a lot in common with Sandra but some of the stuff I do would totally destroy play for her. What bits are solid and how, pretty much constitutes the rpg medium. I think of it like a canvas. Sandra wants to paint a beautiful landscape but I've dipped the canvas into a glue water mix and handed her paper mache. She can't use the medium to do what she wants to do. Likewise I feel @innerdudes frustration. Fixed pieces destroy or severely compromise the medium and thus player agency in his mode. The exception is that illusionism is just bad because it involves the GM pretending we're in one mode when actually we're in another. The fact that illusionist advice is so widespread in the hobby shows how broken it is. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
GMing: How to fudge NOT using the dice.
Top