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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
[Hijack] Debate over definition of "grit." Plus: is Midnight gritty?
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="jester47" data-source="post: 1045880" data-attributes="member: 2238"><p>Emiricol- I do not require them to come up with a backstory, but I do award expereince to those that do. So I encourage it. </p><p></p><p>I think stats can go a long way in delivering gritty, but the DM also has to be involved. The definition Josh posted is a good starting point. With the method I described you get characters who have a better array of realism. By this I mean that some might be ineffective for thier class (however I have seen some good players work around this to a stunning degree), others will be born for it, some should die but for some reason don't. So with my 3 declarations and 4d6 in order rolls, you get realistic. </p><p></p><p>Adding Tough an Uncompromising is fairly easy when your characters are rolled this way. But pretty much this is left up to the DM to implement and make real. </p><p></p><p>Like I said before, I do not think it is the dice mechanic here, but holding the players to the rolls they make. Doing so breaks the subconscious tendency to try and make a character that is fiarly covered. </p><p></p><p>The Uncertainty factor-</p><p></p><p>I believe that to have a truely exciting game there has to be a certain amount of uncertainty of success. I think this is what people are looking for when they look for "grit." Tough and uncompromising reality(in a versimilodic sense) has an excitement to it of a certain kind. Simply put, the more uncertain, the more real.</p><p></p><p>However there is a line between too much and too little. I try to get the characters as close to that line as possible. Make the characters too weak and its no fun. Make the characters too strong and again it becomes no fun. Let a character be more tailored and you loose uncertainty, let a character be too random and you have too much.</p><p></p><p>balanced uncertainty = grit, and this is in the hands of the DM. There are a lot of ways to get close with stat rolling schemes, setting flavor, or what not. But it still comes down to the DM giving enough uncertainty that success means somthing. The more uncertainty the prouder the players are of the success. Too uncertain and the game becomes impossible and thus monotonous. To certain and the players don't really appreciate anything in the game because its too easy.</p><p></p><p>Sidebar- </p><p></p><p>This is another reason why I play to what Monte called "the status quo." This allows for a certain ammount of uncertainty. Characters can make mistakes and take on somthing too big too soon, or just the opposite. They can never really be to sure what level of a situation they are walking into.</p><p></p><p>Thats all I have to say about that...</p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1045880, member: 2238"] Emiricol- I do not require them to come up with a backstory, but I do award expereince to those that do. So I encourage it. I think stats can go a long way in delivering gritty, but the DM also has to be involved. The definition Josh posted is a good starting point. With the method I described you get characters who have a better array of realism. By this I mean that some might be ineffective for thier class (however I have seen some good players work around this to a stunning degree), others will be born for it, some should die but for some reason don't. So with my 3 declarations and 4d6 in order rolls, you get realistic. Adding Tough an Uncompromising is fairly easy when your characters are rolled this way. But pretty much this is left up to the DM to implement and make real. Like I said before, I do not think it is the dice mechanic here, but holding the players to the rolls they make. Doing so breaks the subconscious tendency to try and make a character that is fiarly covered. The Uncertainty factor- I believe that to have a truely exciting game there has to be a certain amount of uncertainty of success. I think this is what people are looking for when they look for "grit." Tough and uncompromising reality(in a versimilodic sense) has an excitement to it of a certain kind. Simply put, the more uncertain, the more real. However there is a line between too much and too little. I try to get the characters as close to that line as possible. Make the characters too weak and its no fun. Make the characters too strong and again it becomes no fun. Let a character be more tailored and you loose uncertainty, let a character be too random and you have too much. balanced uncertainty = grit, and this is in the hands of the DM. There are a lot of ways to get close with stat rolling schemes, setting flavor, or what not. But it still comes down to the DM giving enough uncertainty that success means somthing. The more uncertainty the prouder the players are of the success. Too uncertain and the game becomes impossible and thus monotonous. To certain and the players don't really appreciate anything in the game because its too easy. Sidebar- This is another reason why I play to what Monte called "the status quo." This allows for a certain ammount of uncertainty. Characters can make mistakes and take on somthing too big too soon, or just the opposite. They can never really be to sure what level of a situation they are walking into. Thats all I have to say about that... Aaron. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[Hijack] Debate over definition of "grit." Plus: is Midnight gritty?
Top