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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
How do you like your game?
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="SavageRobby" data-source="post: 4335011" data-attributes="member: 51573"><p>I'm of two minds. On one hand, I like a rules system with both enough structure and flexibility to allow players to <em>try</em> just about anything that they could normally in real life, as well as stuff seen in TV and movies, and have a reasonable way to handle it within the existing rules. However, I don't need explicit rules for everything. ("Whats the modifier for blowing snot on my opponent to try to distract him?" "Hang on, let me look it up.") I find I'm more comfortable handling these kinds of things in a simply structured game.</p><p></p><p></p><p>On the other hand, I like some things to be totally mysterious to players (as well as characters), so an occasion they have a very sense of "holy smokes, how'd <strong>that</strong> happen?" Players don't always need to know how stuff happens, or what the exact rules mechanic is. The trick with this is player trust. I think players have to trust that you're not out to screw them (unless of course, you're playing Paranoia), so that they pay attention to the "holy smokes" part, and not worry overly about the other shoe dropping like an anvil in a lake. Without that player trust (and I've experience this from the player side), you spend more time worrying how the DM is about to screw you using fiat, rather than playing the game - and that ain't fun.</p></blockquote><p></p>
[QUOTE="SavageRobby, post: 4335011, member: 51573"] I'm of two minds. On one hand, I like a rules system with both enough structure and flexibility to allow players to [i]try[/i] just about anything that they could normally in real life, as well as stuff seen in TV and movies, and have a reasonable way to handle it within the existing rules. However, I don't need explicit rules for everything. ("Whats the modifier for blowing snot on my opponent to try to distract him?" "Hang on, let me look it up.") I find I'm more comfortable handling these kinds of things in a simply structured game. On the other hand, I like some things to be totally mysterious to players (as well as characters), so an occasion they have a very sense of "holy smokes, how'd [b]that[/b] happen?" Players don't always need to know how stuff happens, or what the exact rules mechanic is. The trick with this is player trust. I think players have to trust that you're not out to screw them (unless of course, you're playing Paranoia), so that they pay attention to the "holy smokes" part, and not worry overly about the other shoe dropping like an anvil in a lake. Without that player trust (and I've experience this from the player side), you spend more time worrying how the DM is about to screw you using fiat, rather than playing the game - and that ain't fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do you like your game?
Top