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
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
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: 9538033" data-attributes="member: 42582"><p>On <em>story</em> in RPGing.</p><p></p><p>I know three ways to talk about it - maybe there are more.</p><p></p><p>(1) After play occurs, someone recounts it (by talking, by writing notes, whatever). Some of these "stories" will be very tedious. Some will reduce tedium by eliding actual events that occurred during play (eg a write-up of a combat that took twenty minutes of play to resolve might elide the round-by-round events of attack, damage, hp depletion etc and just describe a framing and an outcome).</p><p></p><p>(2) Before play occurs, someone (typically the GM, or an author whose work the GM buys) writes a rough outline of anticipated events. Play consists of the players working through those events. DL is a famous example, Most contemporary D&D modules seem to be a version of this.</p><p></p><p>(3) The game system - its mechanics, governing principles, etc - are designed so that, when the game participants follow those rules and principles in their play, the fictional events that unfold exhibit properties that are admired in other fictional forms - eg there is theme, rising action, crisis and resolution , etc. These days Apocalypse World and its derivatives are the best-known RPGs designed in this fashion, but there are many others too, including many that predate AW.</p><p></p><p></p><p>Games that support approach (3) do <em>not</em> need to include rules or principles that require players, or the GM, to think about the unfolding events "as a story". But typically they will need rules or principles that require the <em>GM</em> to think about the particular characters or situations from the perspective of theme/premise/crisis/dramatic need.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9538033, member: 42582"] On [I]story[/I] in RPGing. I know three ways to talk about it - maybe there are more. (1) After play occurs, someone recounts it (by talking, by writing notes, whatever). Some of these "stories" will be very tedious. Some will reduce tedium by eliding actual events that occurred during play (eg a write-up of a combat that took twenty minutes of play to resolve might elide the round-by-round events of attack, damage, hp depletion etc and just describe a framing and an outcome). (2) Before play occurs, someone (typically the GM, or an author whose work the GM buys) writes a rough outline of anticipated events. Play consists of the players working through those events. DL is a famous example, Most contemporary D&D modules seem to be a version of this. (3) The game system - its mechanics, governing principles, etc - are designed so that, when the game participants follow those rules and principles in their play, the fictional events that unfold exhibit properties that are admired in other fictional forms - eg there is theme, rising action, crisis and resolution , etc. These days Apocalypse World and its derivatives are the best-known RPGs designed in this fashion, but there are many others too, including many that predate AW. Games that support approach (3) do [I]not[/I] need to include rules or principles that require players, or the GM, to think about the unfolding events "as a story". But typically they will need rules or principles that require the [I]GM[/I] to think about the particular characters or situations from the perspective of theme/premise/crisis/dramatic need. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Often Should a PC Die in D&D 5e?
Top