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
How much back story do you allow/expect at the start of the 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="Sunseeker" data-source="post: 7288404"><p>I find it hard to say that any player of a hard-mechanics system (like D&D) can be considered "excellent" if they do not have a strong grasp of at least the fundamental rules, and by that I set a minimum of: the rules required to play their character, which of course varies from character to character, but puts the burden on the player to understand what they bring to the table. IME, it is hard not only for the individual player, but also for the group and the DM, to remain engaged when we are constantly having to stop and inform them that they must do X before Y, or that's the wrong die to use, or any other number of rules corrections. The inverse only makes things worse: if we are to consider a person an "excellent player" but exclude any level of system mastery from the equation, the rest of the table is forced to play on their terms, which frankly is unacceptable. No game should be forced to alter the way <em>everyone</em> plays because one person is unwilling, unable or uninterested in learning the rules.</p><p></p><p>For games with soft-mechanics (role-play heavy systems) I certainly agree that an engaged player is much more valuable than a rules-knowledgeable one, since the game is designed to be more flexible about what the player wants to do, rather than what the system <em>allows</em> the player to do.</p><p></p><p>Good ideas, creative solutions, engagement in the game frankly don't cut it when that same person is holding up the show over which die to roll for their longsword or which stat bonus they add to melee damage. That might make for a person you're willing to teach and help them improve, but I'd never consider them an excellent player in a hard-mechanics system until they've raised their degree of game knowledge.</p><p></p><p>Again IME: it's much easier to be a good role-player when you're also a good roll-player. When those roll-motions become learned they become fluid and they slide into the background allowing for much more focus on the role-play.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7288404"] I find it hard to say that any player of a hard-mechanics system (like D&D) can be considered "excellent" if they do not have a strong grasp of at least the fundamental rules, and by that I set a minimum of: the rules required to play their character, which of course varies from character to character, but puts the burden on the player to understand what they bring to the table. IME, it is hard not only for the individual player, but also for the group and the DM, to remain engaged when we are constantly having to stop and inform them that they must do X before Y, or that's the wrong die to use, or any other number of rules corrections. The inverse only makes things worse: if we are to consider a person an "excellent player" but exclude any level of system mastery from the equation, the rest of the table is forced to play on their terms, which frankly is unacceptable. No game should be forced to alter the way [I]everyone[/I] plays because one person is unwilling, unable or uninterested in learning the rules. For games with soft-mechanics (role-play heavy systems) I certainly agree that an engaged player is much more valuable than a rules-knowledgeable one, since the game is designed to be more flexible about what the player wants to do, rather than what the system [I]allows[/I] the player to do. Good ideas, creative solutions, engagement in the game frankly don't cut it when that same person is holding up the show over which die to roll for their longsword or which stat bonus they add to melee damage. That might make for a person you're willing to teach and help them improve, but I'd never consider them an excellent player in a hard-mechanics system until they've raised their degree of game knowledge. Again IME: it's much easier to be a good role-player when you're also a good roll-player. When those roll-motions become learned they become fluid and they slide into the background allowing for much more focus on the role-play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How much back story do you allow/expect at the start of the game?
Top