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
*TTRPGs General
Hey! You got a quibble in my prophecy!
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="Heathen72" data-source="post: 5494000" data-attributes="member: 7029"><p>I don't think it's not railroading to say that there is a circumstance where players won't succeed. It is almost the opposite of the classic definition of railroading, where the GM is allowing only one path to success. I think it is reasonable to say that the latter party in your example may well fail. How many hints to you have to give someone? If the prophecy says "A human male can't kill this creature" and as GM you has made it clear that the prophecy could hold, then so be it. The challenge has been framed quite clearly, surely.</p><p></p><p>If the players insist on attacking because they are stubborn or have some sense of entitlement to victory because of their "character gen choices" and then leave it up to the male human in the game to deliver the killing blow, I have no problem if they fail. Maybe the big bad will flee. Maybe the male human's sword will break. Maybe the PC will succeed and discover that he has an extra x chromosome. Whatever. Obviously, you want to avoid a situation where the man in question is wailing futilely with his holy avenger on head of the the big bad, who is just sitting there picking at his teeth. In that eventuality the GM is being just as stubborn as the players. </p><p></p><p>Prophecies aren't about giving magical immunity to someone. They are about suggesting that someone has seen an aspect of the future, perhaps through a drug induced haze, and scrawled a note to themselves for when they wake up later. They can follow a dream logic, where something is certain but ambiguous at the same time. What makes them fun is how they all work out. Ignoring the prophecy to prove what big man muscles you have just seems to me to be contrary.</p><p></p><p>Of course, this all presumes that the players live in a world where there are prophecies and fate have a role to play so naturally mileage may vary. It requires an amount of player buy in, but all games do. If your group is mainly gamist in its approach, and there is an implicit requirement is that everyone gets an even shot all of the time and that everyone must have the opportunity to shine in every circumstance, then a prophecy that hinges on a "character gen choice" may not be valid for you. However, if the players have bought into a more simulationist or story based game campaign and your GM works to make sure everyone is engaged, your players have then it should be fine.</p></blockquote><p></p>
[QUOTE="Heathen72, post: 5494000, member: 7029"] I don't think it's not railroading to say that there is a circumstance where players won't succeed. It is almost the opposite of the classic definition of railroading, where the GM is allowing only one path to success. I think it is reasonable to say that the latter party in your example may well fail. How many hints to you have to give someone? If the prophecy says "A human male can't kill this creature" and as GM you has made it clear that the prophecy could hold, then so be it. The challenge has been framed quite clearly, surely. If the players insist on attacking because they are stubborn or have some sense of entitlement to victory because of their "character gen choices" and then leave it up to the male human in the game to deliver the killing blow, I have no problem if they fail. Maybe the big bad will flee. Maybe the male human's sword will break. Maybe the PC will succeed and discover that he has an extra x chromosome. Whatever. Obviously, you want to avoid a situation where the man in question is wailing futilely with his holy avenger on head of the the big bad, who is just sitting there picking at his teeth. In that eventuality the GM is being just as stubborn as the players. Prophecies aren't about giving magical immunity to someone. They are about suggesting that someone has seen an aspect of the future, perhaps through a drug induced haze, and scrawled a note to themselves for when they wake up later. They can follow a dream logic, where something is certain but ambiguous at the same time. What makes them fun is how they all work out. Ignoring the prophecy to prove what big man muscles you have just seems to me to be contrary. Of course, this all presumes that the players live in a world where there are prophecies and fate have a role to play so naturally mileage may vary. It requires an amount of player buy in, but all games do. If your group is mainly gamist in its approach, and there is an implicit requirement is that everyone gets an even shot all of the time and that everyone must have the opportunity to shine in every circumstance, then a prophecy that hinges on a "character gen choice" may not be valid for you. However, if the players have bought into a more simulationist or story based game campaign and your GM works to make sure everyone is engaged, your players have then it should be fine. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Hey! You got a quibble in my prophecy!
Top