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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
"I know the spell to solve the problem!"
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="LurkAway" data-source="post: 5728387" data-attributes="member: 6685059"><p>"I know the spell to solve the problem" assumes that the problem is static and absolute.</p><p></p><p>Yes, you can eliminate the spell. But you can also change the problem or adapt to it.</p><p></p><p>This is exactly the same dilemma as real-life "magic" (ie., technology) changing the way stories are told in film and novels. The solution is to a) tell stories set in the 1980's or earlier, or b) adapt the story to account for and adapt to fingerprinting and cell phones and Internet (which are different but equally interesting kinds of stories).</p><p></p><p>In sci-fi, you get to decide whether you want "magic" like teleporting, plasma weapons, spaceships, etc. Good sci-fi asks what kinds of unique stories happen when people can teleport anywhere instead of driving to work? Authors that are afraid of these questions probably shouldn't be writing sci-fi novels.</p><p></p><p>In D&D, I personally think the Knock spell is a little metagamey in a simulationist sense when I think about it, but I don't want to insulate the players against interesting magic based exclusively on the fear of stepping on toes and stealing the limelight (it is a factor to consider but not necessarily the primary one). When you go down that road, you might as well have a rule preventing 2 players from choosing the same class/build in the same party.</p><p></p><p>I think that if the players want to roleplay a party of 3 rogues, then make a story with many locks (to make them feel justified for choosing 3 thieves) and obstacles that cannot be unlocked (to give them a challenge). If the players want a rogue and a utility wizard, then adapt the story just as well. In terms of game design, plenty of good ways for balancing interesting edgy magic have been suggested that don't throw out the baby with bathwater.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5728387, member: 6685059"] "I know the spell to solve the problem" assumes that the problem is static and absolute. Yes, you can eliminate the spell. But you can also change the problem or adapt to it. This is exactly the same dilemma as real-life "magic" (ie., technology) changing the way stories are told in film and novels. The solution is to a) tell stories set in the 1980's or earlier, or b) adapt the story to account for and adapt to fingerprinting and cell phones and Internet (which are different but equally interesting kinds of stories). In sci-fi, you get to decide whether you want "magic" like teleporting, plasma weapons, spaceships, etc. Good sci-fi asks what kinds of unique stories happen when people can teleport anywhere instead of driving to work? Authors that are afraid of these questions probably shouldn't be writing sci-fi novels. In D&D, I personally think the Knock spell is a little metagamey in a simulationist sense when I think about it, but I don't want to insulate the players against interesting magic based exclusively on the fear of stepping on toes and stealing the limelight (it is a factor to consider but not necessarily the primary one). When you go down that road, you might as well have a rule preventing 2 players from choosing the same class/build in the same party. I think that if the players want to roleplay a party of 3 rogues, then make a story with many locks (to make them feel justified for choosing 3 thieves) and obstacles that cannot be unlocked (to give them a challenge). If the players want a rogue and a utility wizard, then adapt the story just as well. In terms of game design, plenty of good ways for balancing interesting edgy magic have been suggested that don't throw out the baby with bathwater. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"I know the spell to solve the problem!"
Top