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
I don't use Passive Perception
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="Warmaster Horus" data-source="post: 7250065" data-attributes="member: 6785438"><p>A few fundamental issues to clarify.</p><p></p><p>1) It's good to have players engaged and involved in having their characters observing & interacting with their environments.</p><p>2) #1 takes a lot of time and effort on the behalf of the DM and players. And not all players are into that and these days many players will dip their heads to read their phones while this is going on..</p><p>3) The DM is the focal lens of EVERY element of the game world. It is their responsibility to clearly present the world to the players. They also need to establish how the PCs can interact with the world.</p><p>4) Human communication is tricky, making #3 a challenging task for DMs and players to be on the same page for important game decisions.</p><p></p><p>Old D&D depended a lot on the players thoroughly pinching and prodding everything with the environment presented to them, mapping every corridor and puzzling out every obscure clue they came across. It was the player, not the PC, who's intellect was being challenged because there wasn't a concept of PCs having anything beyond very rudimentary skills (bend bars, lift gates, disarm trap).</p><p></p><p>Today modern D&D acknowledges that the characters have abilities and characteristics the players don't have. More is laid out to a group pro forma because it is assumed their characters are experienced, competent adventurers, dependent on their skills and abilities. This tends to lead to a more narrative style which emphasizes action over repetitive interaction with the environment.</p><p></p><p>I remember having to open a chest by actually getting a full description of it. That meant the party had to tell the DM they were looking at it from different angles, using a magnet to see if the clasp was magnetic, examine the rosemaling on the lid for anything that slid or pushed in, etc. Then using Augury (weal or woe) to determine if any of our theories were correct. That took an hour or so.</p><p></p><p>These days in many cases the DM sets a DC and one roll later the chest pops open. Or explodes. Two minutes, tops.</p><p></p><p>Finding a good balance between the two approaches is going to be dependent on the players, DM and game being run.</p></blockquote><p></p>
[QUOTE="Warmaster Horus, post: 7250065, member: 6785438"] A few fundamental issues to clarify. 1) It's good to have players engaged and involved in having their characters observing & interacting with their environments. 2) #1 takes a lot of time and effort on the behalf of the DM and players. And not all players are into that and these days many players will dip their heads to read their phones while this is going on.. 3) The DM is the focal lens of EVERY element of the game world. It is their responsibility to clearly present the world to the players. They also need to establish how the PCs can interact with the world. 4) Human communication is tricky, making #3 a challenging task for DMs and players to be on the same page for important game decisions. Old D&D depended a lot on the players thoroughly pinching and prodding everything with the environment presented to them, mapping every corridor and puzzling out every obscure clue they came across. It was the player, not the PC, who's intellect was being challenged because there wasn't a concept of PCs having anything beyond very rudimentary skills (bend bars, lift gates, disarm trap). Today modern D&D acknowledges that the characters have abilities and characteristics the players don't have. More is laid out to a group pro forma because it is assumed their characters are experienced, competent adventurers, dependent on their skills and abilities. This tends to lead to a more narrative style which emphasizes action over repetitive interaction with the environment. I remember having to open a chest by actually getting a full description of it. That meant the party had to tell the DM they were looking at it from different angles, using a magnet to see if the clasp was magnetic, examine the rosemaling on the lid for anything that slid or pushed in, etc. Then using Augury (weal or woe) to determine if any of our theories were correct. That took an hour or so. These days in many cases the DM sets a DC and one roll later the chest pops open. Or explodes. Two minutes, tops. Finding a good balance between the two approaches is going to be dependent on the players, DM and game being run. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
I don't use Passive Perception
Top