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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
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="Clint_L" data-source="post: 8992602" data-attributes="member: 7035894"><p>I am still having trouble conceptualizing your analogy. If you know that your sword does D8 damage but you have no idea how much damage you have to do to win, isn't the game (in this case) about inflicting as much damage as possible while surviving long enough to win? For me, not knowing the optimal solution to the problem is fun. Otherwise, it's just math - why even run the encounter?</p><p></p><p>You write that "a good RPG has a resolution mechanic for everything." The problem I see here is that having a resolution mechanic for everything is only possible if the resolution mechanic is so general that everything essentially becomes interpretive.</p><p></p><p>So let's take <em>Dread,</em> which I love. There is one resolution mechanic: either you can pull a Jenga block, or you can't. The game definitely has a resolution mechanic for everything. But what does that mechanic mean, and how should it be applied? Does successfully pulling the block mean that you defeated this enemy, or just that you staved off death a bit longer? Does it mean that you made it to the top of the cliff, or that you made it halfway; pull again? Everything basically comes down to DM fiat, decided in the moment: "okay, you want to climb to safety? Let's say...pull one block to make it to the ledge halfway up, but if you want to keep going you will have to pull again, and that tower is getting pretty wobbly..."</p><p></p><p>This broad resolution mechanic covers every situation and makes for great story-based TTRPG. But what it lacks is crunchy problem solving. <em>D&D</em> arguably has a resolution mechanic for every situation ("Make a skill check...") but these are often vague and potentially unsatisfying, depending on how good the DM and/or players are in the moment (Matt Mercer can make high entertainment out of a skill check; I usually cannot). However, D&D does offer much more specific rules for other situations, combat in particular, and this allows players to do a lot of crunchy problem solving. They don't just have a d8 sword, they have various other skills, abilities, spells, and so on that they can apply to an unexpected situation to solve their problem. This is similar to your second <em>Traveller</em> example.</p><p></p><p>Are <em>Traveller</em> or <em>D&D</em> badly designed because their play space is so vast that they can't have a detailed resolution mechanic for every situation? Or is it good design in the sense that it offers "crunchy gaminess" in some situations while defaulting to whatever the DM can come up with in others, and assumes that human intelligence and imagination is likely to come up with something better than the rules can cover, thus preserving that vast play space?</p><p></p><p>Where this thread started was an exploration of, essentially, whether D&D design relies too heavily on the referee rather than making better use of the other brains at the table. We are now wandering towards a discussion of the degree of rule crunch that is compatible with good RPG design, though these are related issues. I disagree with the notion that there is an optimal solution; this is going to come down to subjective taste and experience.</p><p></p><p>Subjectively, I am more and more keen on playing a style of RPG that allows for maximum player agency to the degree that they desire it. As a natural DM, I pretty much always have story ideas percolating and am more than willing to assert narrative control. Too willing, perhaps.</p><p></p><p>Edit: a lot of you guys know more than me, so if I misinterpret or misrepresent you, it is unintentional and please correct me. I have lots of ideas, but I am nowhere near the expert that, say [USER=7027139]@loverdrive[/USER] is. I tend to be a broad but somewhat shallow thinker.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8992602, member: 7035894"] I am still having trouble conceptualizing your analogy. If you know that your sword does D8 damage but you have no idea how much damage you have to do to win, isn't the game (in this case) about inflicting as much damage as possible while surviving long enough to win? For me, not knowing the optimal solution to the problem is fun. Otherwise, it's just math - why even run the encounter? You write that "a good RPG has a resolution mechanic for everything." The problem I see here is that having a resolution mechanic for everything is only possible if the resolution mechanic is so general that everything essentially becomes interpretive. So let's take [I]Dread,[/I] which I love. There is one resolution mechanic: either you can pull a Jenga block, or you can't. The game definitely has a resolution mechanic for everything. But what does that mechanic mean, and how should it be applied? Does successfully pulling the block mean that you defeated this enemy, or just that you staved off death a bit longer? Does it mean that you made it to the top of the cliff, or that you made it halfway; pull again? Everything basically comes down to DM fiat, decided in the moment: "okay, you want to climb to safety? Let's say...pull one block to make it to the ledge halfway up, but if you want to keep going you will have to pull again, and that tower is getting pretty wobbly..." This broad resolution mechanic covers every situation and makes for great story-based TTRPG. But what it lacks is crunchy problem solving. [I]D&D[/I] arguably has a resolution mechanic for every situation ("Make a skill check...") but these are often vague and potentially unsatisfying, depending on how good the DM and/or players are in the moment (Matt Mercer can make high entertainment out of a skill check; I usually cannot). However, D&D does offer much more specific rules for other situations, combat in particular, and this allows players to do a lot of crunchy problem solving. They don't just have a d8 sword, they have various other skills, abilities, spells, and so on that they can apply to an unexpected situation to solve their problem. This is similar to your second [I]Traveller[/I] example. Are [I]Traveller[/I] or [I]D&D[/I] badly designed because their play space is so vast that they can't have a detailed resolution mechanic for every situation? Or is it good design in the sense that it offers "crunchy gaminess" in some situations while defaulting to whatever the DM can come up with in others, and assumes that human intelligence and imagination is likely to come up with something better than the rules can cover, thus preserving that vast play space? Where this thread started was an exploration of, essentially, whether D&D design relies too heavily on the referee rather than making better use of the other brains at the table. We are now wandering towards a discussion of the degree of rule crunch that is compatible with good RPG design, though these are related issues. I disagree with the notion that there is an optimal solution; this is going to come down to subjective taste and experience. Subjectively, I am more and more keen on playing a style of RPG that allows for maximum player agency to the degree that they desire it. As a natural DM, I pretty much always have story ideas percolating and am more than willing to assert narrative control. Too willing, perhaps. Edit: a lot of you guys know more than me, so if I misinterpret or misrepresent you, it is unintentional and please correct me. I have lots of ideas, but I am nowhere near the expert that, say [USER=7027139]@loverdrive[/USER] is. I tend to be a broad but somewhat shallow thinker. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
Top