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="EzekielRaiden" data-source="post: 9007339" data-attributes="member: 6790260"><p>You're generalizing way, way, WAY outside the scope of the original complaint. Which was that having limits on what the GM is allowed to do with resources is anathema. Even if those limits are something as simple as "by defeating the BBEG's reinforcements in Session 12, the BBEG has fewer forces to draw upon in Session 14." The idea that the only option is <em>always</em> fighting is a complete and total <em>non sequitur</em>. It would be like asking why the only option is for every car to crash, after someone has questioned the need for (perhaps expensive) safety features like anti-lock breaks, seat belts, and airbags. Obviously, there are other forms of driving than crashing into things! But non-crash driving is irrelevant if we are talking about whether cars need safety features or not.</p><p></p><p></p><p>It doesn't matter if it's "not the norm" or not. The system gives you <em>no warning whatsoever</em> about that kind of thing. Indeed, it being "not the norm" but still <em>quite probable</em>--say, 10% of the time--is almost <em>worse</em>, because at least if it were the norm, DMs would be watching for it, as opposed to blindsided by it.</p><p></p><p>If the people who <em>designed</em> the game get blindsided by this sort of thing, what hope do DMs have of doing better? These folks literally MADE it be what it is, and it still befuddled them!</p><p></p><p></p><p>Again, you are talking about a completely different topic. What players <strong>assign meaning to</strong> is COMPLETELY orthogonal to what is <strong>an interesting challenge</strong>. And before you jump to conclusions about that, <em>yes, D&D is about dealing with challenges and conflicts</em>. It's why the vast majority of the game's text is spent on things that <em>do damage</em>, or ameliorate damage taken, or prevent damage from occurring.</p><p></p><p></p><p>I...just...</p><p></p><p>The conversation was ABOUT combat encounter design. I didn't bring that in! That's what <em>other people were already talking about</em>.</p><p></p><p>This is like saying that driving does not equal crashing. Of course it doesn't! But it's irrelevant to talk about grocery store runs and trips to the beach (even though the former is an essential thing for most households and the latter is one of the nicer things you can do with a vehicle) <em>when the topic at hand is whether safety features are worth including</em>.</p><p></p><p></p><p>Moving goalposts. You did not mention any requirement of them being in core. Their mere existence was enough.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9007339, member: 6790260"] You're generalizing way, way, WAY outside the scope of the original complaint. Which was that having limits on what the GM is allowed to do with resources is anathema. Even if those limits are something as simple as "by defeating the BBEG's reinforcements in Session 12, the BBEG has fewer forces to draw upon in Session 14." The idea that the only option is [I]always[/I] fighting is a complete and total [I]non sequitur[/I]. It would be like asking why the only option is for every car to crash, after someone has questioned the need for (perhaps expensive) safety features like anti-lock breaks, seat belts, and airbags. Obviously, there are other forms of driving than crashing into things! But non-crash driving is irrelevant if we are talking about whether cars need safety features or not. It doesn't matter if it's "not the norm" or not. The system gives you [I]no warning whatsoever[/I] about that kind of thing. Indeed, it being "not the norm" but still [I]quite probable[/I]--say, 10% of the time--is almost [I]worse[/I], because at least if it were the norm, DMs would be watching for it, as opposed to blindsided by it. If the people who [I]designed[/I] the game get blindsided by this sort of thing, what hope do DMs have of doing better? These folks literally MADE it be what it is, and it still befuddled them! Again, you are talking about a completely different topic. What players [B]assign meaning to[/B] is COMPLETELY orthogonal to what is [B]an interesting challenge[/B]. And before you jump to conclusions about that, [I]yes, D&D is about dealing with challenges and conflicts[/I]. It's why the vast majority of the game's text is spent on things that [I]do damage[/I], or ameliorate damage taken, or prevent damage from occurring. I...just... The conversation was ABOUT combat encounter design. I didn't bring that in! That's what [I]other people were already talking about[/I]. This is like saying that driving does not equal crashing. Of course it doesn't! But it's irrelevant to talk about grocery store runs and trips to the beach (even though the former is an essential thing for most households and the latter is one of the nicer things you can do with a vehicle) [I]when the topic at hand is whether safety features are worth including[/I]. Moving goalposts. You did not mention any requirement of them being in core. Their mere existence was enough. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
Top