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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
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="howandwhy99" data-source="post: 6725912" data-attributes="member: 3192"><p>I'd like to respond back, but I think you'd just repeat what you've said again. For the large part, you're simply naysaying what I've said. "You can't do that! You have to do it this way. Everyone has always done it this way." Well, we can run it as I pointed out. And as D&D was designed to allow players to play it as a game not as collaborative storytelling, it's what we as DMs are supposed to do.</p><p></p><p>On to answering your questions:</p><p></p><p>Game boards (like all the pieces in the game) are function maps of the game's algorithm. C1 is certainly convertible to the game engine as it stands. If the players want it rather than something randomly generated, they can select it - once converted it's all the same.</p><p></p><p>Precisely because D&D is an infinite game, not an finite game. Per game theory terminology.</p><p></p><p>On the contrary. Read the front of the box. D&D is a wargame. And certainly not because it has anything to do with war.</p><p></p><p>There is no such thing as freeform anything in games. Gaming is the act of discovery, never invention. And D&D only qualifies as a game when treated by players as a design to strategize within, so they can master their roles within the design. That's the basis of an RPG, at least as D&D is designed. Also, there is no such thing as a game being played where strategy is not performed. </p><p></p><p>You must know you're rejecting obvious reality now. How can you not remember D&D before the 90s? OD&D was 10-15 years of the most hard-nosed, number-crunching, rule tweaking, nerd-filled gamers as ever existed. (Well, barring some 1970s wargamers.) But we were not well-formed, socially fit, artistic, nuanced expressers! Creating a narrative held no game challenge for us. You can't lose telling a story! (which is why those that can never be a game). We were gamers! Everyone of us. As everyone everywhere understood games to be then. Something <em>in no way</em> resembling storytelling - the act of quitting gaming to make something up. This is not what created the craze of D&D. You're putting the absolutism of critical theory before its inception (early 80s) and ignoring the past. D&D was as addictive as any other number crunching, pattern recognizing, code deciphering <u>game</u>. (or puzzle <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) And just like every other game that requires rigorous mental processing and memory recall it was copied onto a computer, the true successor of RPGs, roleplaying without the referee.</p><p></p><p>FYI, D&D was actually a breakthrough because it uses extensionality to cover everything any player could ever, perhaps not imagine, but convey to a referee who converted that then into the game system so everything could be actually gamed. That was a game worthy of lifelong addiction where you never wanted a single play of a game to end. Where the depth of the pattern was its complexity and created a hardcore <em>gamer</em> craze in the era of pinball and Pacman. </p><p></p><p>Generating them, as I said.</p><p></p><p>JUdgment? Yes. Choice? No. Pull out that protractor and measure. Do the math. Move the game pieces. This is the point of being a referee rather than a player. A referee in D&D (like in Mastermind) does not make choices after the game has begun. They impartially relating the pattern generated according to the attempts of players to decipher. (In the 70s and in D&D expressing a fictional persona had zero to do with roleplaying). </p><p></p><p>---</p><p></p><p>Anyways, I hope the above clarifies things for you and maybe jogs your memory. You're a smart, level-headed guy and I'm hoping you're willing to remember what was actually going on in the wargaming communities of the 70s and 80s and their counterpart community RPGs.</p><p></p><p>Last point, Gary certainly never wanted D&D to be storygame. He spoke out against "theater games" even at the end of his life (even though he lost one battle to bad game design - "skill games"). He designed massive amounts of rules to ensure D&D could be such a wonderful game and not fall into the non-game cesspit of improvisation. These rules may not have been all great, but their amount certifies his commitment to maintaining D&D's status as a game, for certain.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6725912, member: 3192"] I'd like to respond back, but I think you'd just repeat what you've said again. For the large part, you're simply naysaying what I've said. "You can't do that! You have to do it this way. Everyone has always done it this way." Well, we can run it as I pointed out. And as D&D was designed to allow players to play it as a game not as collaborative storytelling, it's what we as DMs are supposed to do. On to answering your questions: Game boards (like all the pieces in the game) are function maps of the game's algorithm. C1 is certainly convertible to the game engine as it stands. If the players want it rather than something randomly generated, they can select it - once converted it's all the same. Precisely because D&D is an infinite game, not an finite game. Per game theory terminology. On the contrary. Read the front of the box. D&D is a wargame. And certainly not because it has anything to do with war. There is no such thing as freeform anything in games. Gaming is the act of discovery, never invention. And D&D only qualifies as a game when treated by players as a design to strategize within, so they can master their roles within the design. That's the basis of an RPG, at least as D&D is designed. Also, there is no such thing as a game being played where strategy is not performed. You must know you're rejecting obvious reality now. How can you not remember D&D before the 90s? OD&D was 10-15 years of the most hard-nosed, number-crunching, rule tweaking, nerd-filled gamers as ever existed. (Well, barring some 1970s wargamers.) But we were not well-formed, socially fit, artistic, nuanced expressers! Creating a narrative held no game challenge for us. You can't lose telling a story! (which is why those that can never be a game). We were gamers! Everyone of us. As everyone everywhere understood games to be then. Something [I]in no way[/I] resembling storytelling - the act of quitting gaming to make something up. This is not what created the craze of D&D. You're putting the absolutism of critical theory before its inception (early 80s) and ignoring the past. D&D was as addictive as any other number crunching, pattern recognizing, code deciphering [U]game[/U]. (or puzzle :) ) And just like every other game that requires rigorous mental processing and memory recall it was copied onto a computer, the true successor of RPGs, roleplaying without the referee. FYI, D&D was actually a breakthrough because it uses extensionality to cover everything any player could ever, perhaps not imagine, but convey to a referee who converted that then into the game system so everything could be actually gamed. That was a game worthy of lifelong addiction where you never wanted a single play of a game to end. Where the depth of the pattern was its complexity and created a hardcore [I]gamer[/I] craze in the era of pinball and Pacman. Generating them, as I said. JUdgment? Yes. Choice? No. Pull out that protractor and measure. Do the math. Move the game pieces. This is the point of being a referee rather than a player. A referee in D&D (like in Mastermind) does not make choices after the game has begun. They impartially relating the pattern generated according to the attempts of players to decipher. (In the 70s and in D&D expressing a fictional persona had zero to do with roleplaying). --- Anyways, I hope the above clarifies things for you and maybe jogs your memory. You're a smart, level-headed guy and I'm hoping you're willing to remember what was actually going on in the wargaming communities of the 70s and 80s and their counterpart community RPGs. Last point, Gary certainly never wanted D&D to be storygame. He spoke out against "theater games" even at the end of his life (even though he lost one battle to bad game design - "skill games"). He designed massive amounts of rules to ensure D&D could be such a wonderful game and not fall into the non-game cesspit of improvisation. These rules may not have been all great, but their amount certifies his commitment to maintaining D&D's status as a game, for certain. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
Top