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
Guide to Adventure Writing
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="sinecure" data-source="post: 4562825" data-attributes="member: 37668"><p>That Paranoia rule isn't a rule. It's basically, "If you don't like our game, just do whatever you want". That isn't a rule. That is advice. Telling players not to follow the game rules can never be a game rule. </p><p></p><p>But D&D is a competition game. You can make it less of a competition game by rewarding all XP collectively, but even then the items and rewards gained in the gameworld are still singular in almost all cases. Going out of your way to have exact parity between all players is a fool's game. Exact same XP totals, exact same equipment/magic item "utility", exact same Powers rating, exact same reputation, exact same attitudes from NPCs. Why even bother doing anything when the rest of the group will do it for me? </p><p></p><p>D&D is actually a perfect example of the <a href="http://en.wikipedia.org/wiki/Prisoner%27s_dilemma" target="_blank">prisoner's dilemma</a> from Game Theory in a real game. At any time you could kill another PC. If you "befriend" the PC, it turns out to be pretty easy. Take a sword and coup de gras the character, while you are on watch. Instant XP. Kill the whole party. That way you don't have to worry about questions later. This is not something wrong to do in a D&D game. There are no rules against it. But what happens is players learn they cannot gain nearly as much XP and gold adventuring solo as they can with in a group. So they look for other people to help them out. If you have a solo game, one PC, you probably will hire help or try and make friends (henchman) who will assist you in your endeavors. </p><p></p><p>Cooperative play amongst characters (no matter how many players there are) works because it means more treasure can be attained by each individual overall. It is a sound strategy by each individual involved... as long as it benefits them. If it does not benefit them, then characters should leave the group. Cooperative play isn't a metagame agreement. At least it doesn't have to be. It's just smart play.</p><p></p><p>EDIT </p><p>But referees as you call them are not players. If they were, this wouldn't be a game.</p><p></p><p>If that is what Jim is saying, then I agree with you. A game where players can not possibly succeed is not a game in my mind. You should be able to change the system to alter game difficulty like in most computers. But I don't think increasing or decreasing monsters is really how that is done. It has to do with the strategies they use. Old Guard Kobolds and all that.</p></blockquote><p></p>
[QUOTE="sinecure, post: 4562825, member: 37668"] That Paranoia rule isn't a rule. It's basically, "If you don't like our game, just do whatever you want". That isn't a rule. That is advice. Telling players not to follow the game rules can never be a game rule. But D&D is a competition game. You can make it less of a competition game by rewarding all XP collectively, but even then the items and rewards gained in the gameworld are still singular in almost all cases. Going out of your way to have exact parity between all players is a fool's game. Exact same XP totals, exact same equipment/magic item "utility", exact same Powers rating, exact same reputation, exact same attitudes from NPCs. Why even bother doing anything when the rest of the group will do it for me? D&D is actually a perfect example of the [URL="http://en.wikipedia.org/wiki/Prisoner%27s_dilemma"]prisoner's dilemma[/URL] from Game Theory in a real game. At any time you could kill another PC. If you "befriend" the PC, it turns out to be pretty easy. Take a sword and coup de gras the character, while you are on watch. Instant XP. Kill the whole party. That way you don't have to worry about questions later. This is not something wrong to do in a D&D game. There are no rules against it. But what happens is players learn they cannot gain nearly as much XP and gold adventuring solo as they can with in a group. So they look for other people to help them out. If you have a solo game, one PC, you probably will hire help or try and make friends (henchman) who will assist you in your endeavors. Cooperative play amongst characters (no matter how many players there are) works because it means more treasure can be attained by each individual overall. It is a sound strategy by each individual involved... as long as it benefits them. If it does not benefit them, then characters should leave the group. Cooperative play isn't a metagame agreement. At least it doesn't have to be. It's just smart play. EDIT But referees as you call them are not players. If they were, this wouldn't be a game. If that is what Jim is saying, then I agree with you. A game where players can not possibly succeed is not a game in my mind. You should be able to change the system to alter game difficulty like in most computers. But I don't think increasing or decreasing monsters is really how that is done. It has to do with the strategies they use. Old Guard Kobolds and all that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Guide to Adventure Writing
Top