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="pemerton" data-source="post: 8999730" data-attributes="member: 42582"><p>[USER=71699]@clearstream[/USER]</p><p></p><p>The proposition that a particular RPG system is more or less flexible than another, or than is typical, doesn't strike me as one that needs analysis and testing at a scientific level of scrutiny in order to assign some rough credence to it, particularly when the meaning of the proposition can be ascertained to a significant extent by the examples put forward by those who advance the proposition.</p><p></p><p>It may be that the flexibility is confined to some dimension of comparison - but then it seems to me the onus is on those who are making strong claims about distinctive or notable flexibility to specify that dimension. If some of those dimensions are incommensurable, well so much the worse for the flexibility comparisons.</p><p></p><p>Of RPGs that I know, one that I would say is not particularly flexible in play, in the sense that it relies heavily on rather prescriptive procedures that are not easy to change or adapt in real time (either player or GM side) is Rolemaster.</p><p></p><p>Burning Wheel is, in comparison, more flexible in play in that it can basically do everything that RM does (somewhat less colourful injury, but it still gives plenty of detail) but permits much more latitude in zooming in or out at the scene and resolution level.</p><p></p><p>Things that I note about most versions of D&D that make me dispute its relative flexibility: being designed for party play, it struggles with non-party play; relying heavily on rather granular resolution (both space and time), it can struggle with non-party play, with deliberate scene-framing (4e famously made some changes to handle this), etc; from the point of view of pacing and "story", it has no canonical system for dialling consequences up or down based on narrative weight or context, nor for zooming in our out based on narrative weight or context.</p><p></p><p>These are features of a system that are highly salient in RPGing, given their importance to the setting-character-situation relationship. There are plenty of RPGs that easily handle these issues. The fact that D&D doesn't easily handle them is a mark against its relative flexibility.</p><p></p><p>If someone thinks those features aren't relevant; or what they mean by D&D's flexibility is that - as an empirical conjecture - many D&D players will cheerfully accept mechanically unregulated stipulations by the GM about how things happen in the fiction, and/or will cheerfully accept suggestions for new mechanical procedures that are proposed by the GM; fair enough I guess. But that doesn't seem a very interesting claim, then, about comparisons between RPG systems - as opposed to, say, about what sorts of preferences of various RPGs tend to have.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8999730, member: 42582"] [USER=71699]@clearstream[/USER] The proposition that a particular RPG system is more or less flexible than another, or than is typical, doesn't strike me as one that needs analysis and testing at a scientific level of scrutiny in order to assign some rough credence to it, particularly when the meaning of the proposition can be ascertained to a significant extent by the examples put forward by those who advance the proposition. It may be that the flexibility is confined to some dimension of comparison - but then it seems to me the onus is on those who are making strong claims about distinctive or notable flexibility to specify that dimension. If some of those dimensions are incommensurable, well so much the worse for the flexibility comparisons. Of RPGs that I know, one that I would say is not particularly flexible in play, in the sense that it relies heavily on rather prescriptive procedures that are not easy to change or adapt in real time (either player or GM side) is Rolemaster. Burning Wheel is, in comparison, more flexible in play in that it can basically do everything that RM does (somewhat less colourful injury, but it still gives plenty of detail) but permits much more latitude in zooming in or out at the scene and resolution level. Things that I note about most versions of D&D that make me dispute its relative flexibility: being designed for party play, it struggles with non-party play; relying heavily on rather granular resolution (both space and time), it can struggle with non-party play, with deliberate scene-framing (4e famously made some changes to handle this), etc; from the point of view of pacing and "story", it has no canonical system for dialling consequences up or down based on narrative weight or context, nor for zooming in our out based on narrative weight or context. These are features of a system that are highly salient in RPGing, given their importance to the setting-character-situation relationship. There are plenty of RPGs that easily handle these issues. The fact that D&D doesn't easily handle them is a mark against its relative flexibility. If someone thinks those features aren't relevant; or what they mean by D&D's flexibility is that - as an empirical conjecture - many D&D players will cheerfully accept mechanically unregulated stipulations by the GM about how things happen in the fiction, and/or will cheerfully accept suggestions for new mechanical procedures that are proposed by the GM; fair enough I guess. But that doesn't seem a very interesting claim, then, about comparisons between RPG systems - as opposed to, say, about what sorts of preferences of various RPGs tend to have. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
Top