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="AbdulAlhazred" data-source="post: 8993894" data-attributes="member: 82106"><p>I had great trouble with 5e in that regard. So, for example in our first campaign my character wanted to establish his own 'kingdom'. When he got to the crumbling castle in Phandelver, he immediately decreed he was now its lord by virtue of conquest (nobody disputed him on this). I kept at this, having him send materials, henchmen, guards, etc. to this castle, which the GM ruled was on the edge of civilization. Actually the GM was mostly helpful here, but 5e wasn't particularly. There's just no conceptual framework at all here to build on, beyond "make some ability checks". How many is enough, and what do they accomplish? In a Dungeon World game I would expect that this is less of a problem because, as long as I can describe my goals, I can make a move! Or at worst the GM can frame a more specific scene if she wants to and I can make moves in that. Granted, there's no specific number of these scenes/moves that are required to accomplish a specific thing. Even in DW the 'granularity' is pretty much up to the GM. </p><p></p><p>However, there is at least that set of pesky agenda and principles! So, as the DW GM she has a clear set of things to ask herself. Is this portraying the fantastic world? Is it filling the PC's life with adventure? Is it uncertain (IE do we need to play to find out what happens here)? And then She can use her principles, 'Ask questions, use the answers' seems like an obvious one. 'Think Dangerous' should produce some good results too. 'Be a fan of the characters', so let them try to do their stuff, just don't hand it on a platter. 'Think Offscreen' seems pretty useful, and goes along with the techniques of fronts and such (obviously something is going to threaten my castle rebuilding project!). </p><p></p><p>The 5e version kind of derailed, mostly just because these sorts of obvious guidelines weren't spelled out. My character got yanked away, the GM ruled that we were gone for years (why?) and everything was taken over by someone else in the meantime. It just didn't really make sense in any kind of narrative character-centered way. It was more like the GM was interested in running the setting, not the game or something. 5e has all this 'advice' but it isn't clearly focused on the actual nuts and bolts of play sometimes, and those are surprisingly little documented! This sort of thing might happen in DW, but it would have to be a result of snowballing consequences. Probably where the character would have a chance to prioritize and deal with it (or leave things on a golden platter for the GM to work with).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8993894, member: 82106"] I had great trouble with 5e in that regard. So, for example in our first campaign my character wanted to establish his own 'kingdom'. When he got to the crumbling castle in Phandelver, he immediately decreed he was now its lord by virtue of conquest (nobody disputed him on this). I kept at this, having him send materials, henchmen, guards, etc. to this castle, which the GM ruled was on the edge of civilization. Actually the GM was mostly helpful here, but 5e wasn't particularly. There's just no conceptual framework at all here to build on, beyond "make some ability checks". How many is enough, and what do they accomplish? In a Dungeon World game I would expect that this is less of a problem because, as long as I can describe my goals, I can make a move! Or at worst the GM can frame a more specific scene if she wants to and I can make moves in that. Granted, there's no specific number of these scenes/moves that are required to accomplish a specific thing. Even in DW the 'granularity' is pretty much up to the GM. However, there is at least that set of pesky agenda and principles! So, as the DW GM she has a clear set of things to ask herself. Is this portraying the fantastic world? Is it filling the PC's life with adventure? Is it uncertain (IE do we need to play to find out what happens here)? And then She can use her principles, 'Ask questions, use the answers' seems like an obvious one. 'Think Dangerous' should produce some good results too. 'Be a fan of the characters', so let them try to do their stuff, just don't hand it on a platter. 'Think Offscreen' seems pretty useful, and goes along with the techniques of fronts and such (obviously something is going to threaten my castle rebuilding project!). The 5e version kind of derailed, mostly just because these sorts of obvious guidelines weren't spelled out. My character got yanked away, the GM ruled that we were gone for years (why?) and everything was taken over by someone else in the meantime. It just didn't really make sense in any kind of narrative character-centered way. It was more like the GM was interested in running the setting, not the game or something. 5e has all this 'advice' but it isn't clearly focused on the actual nuts and bolts of play sometimes, and those are surprisingly little documented! This sort of thing might happen in DW, but it would have to be a result of snowballing consequences. Probably where the character would have a chance to prioritize and deal with it (or leave things on a golden platter for the GM to work with). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
Top