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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Indie Games Are Not More Focused. They Are Differently Focused.
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="doctorbadwolf" data-source="post: 8316379" data-attributes="member: 6704184"><p>Except that isn’t what I’ve said. I’m blanking on names atm, but I know there are indie games that are just “action resolution mechanic and narrative descriptions of archetypes” and a half page of additional rules to cover like, dying, or winning hearts, or whatever. Those games are often extremely flexible. </p><p> My position is that games that don’t mechanize toward specific outcomes are more flexible than those that do. That if I didn’t play D&D I would instead be playing several different pbta and fitd games, along with games like The One Ring that aren’t part of either community, because each game is more focused, and thus less flexible. </p><p> </p><p>Flexibility isn’t all there is, otherwise I’d just write a 1-10 page TTRPG and play that. </p><p></p><p></p><p>Okay. I think this is a case where not establishing a shared definition is the problem. I mean, at no point have I said anything that I would consider negative about indie games. The closest I’ve come is stating that I don’t see the appeal of having a game try to induce involuntary neurological states, and view it as trauma tourism. My comments on flexibility certainly aren’t judgements of general quality. It’s good that Monsterhearts and The One Ring and Monster of The Week etc are all focused games. It’s part of why they succeed at providing enjoyable experiences. </p><p></p><p>I would never try to play even the games that are designed to do those things with people I don’t know, much less a game that relies on conversational consensus. I’ve run D&D for strangers at local cons, and at the library, and it’s fun, but we didn’t set up the play process or tone/theme to encourage emotional intensity.</p><p></p><p></p><p></p><p>I don’t think you can really understand what I’m talking about without having played D&D differently from a combat action game. As well, I’m not sure why you’re so confident in saying D&D isn't all that flexible when you’re only willing to even try to play it one specific way. </p><p> </p><p>And again, I don’t use many houserules. The process of play varies depending on the adventure style, often session to session or even changing within a session (like when combat recently turned into a ritual magic skill challenge scene to stop the necromancer’s contingency bomb from killing everything within a few miles radius). </p><p></p><p>UNO doesn’t make consensus the primary mechanic of the game. </p><p></p><p>Exactly. That is the difference between it and D&D . </p><p></p><p>Right, parts of any TTRPG are going to be determined by mechanics. In D&D the DM has authority to override the rules, but in practice that authority exists only insofar as the group consents to it. My ideal D&D , and thus the D&D i Play at my table, is one wherein that group consent dynamic is explicitly part of the rules, but I’ve never claimed D&D is perfect. </p><p> </p><p>To your specific example, D&D 5e has optional rules that allow spellcasting to be more taxing, and the new rules for stress in VRGtR can also be applied to whatever the group wants, including Spellcasting in order to induce a more magically restricted game where you need to think before casting. To get to the level of the spellcaster passing out from a spell, you’d need to add a new rule. </p><p> </p><p>To me, this is more versatile than if D&D only had the more restrictive Spellcasting rules, because it is easy to add those rules in and make them work with the existing rules. </p><p></p><p>For me, it’s “the ability to change and adapt based on different circumstance”, in this case circumstance meaning things like desired gameplay, theme, genre, so close enough to how I’d define it. </p><p></p><p>Sure, other aspects of 5e do that. </p><p></p><p>I disagree, from experience. </p><p></p><p>Seems fair</p><p></p><p>Ah, now I see where you’re at. I disagree, but that’s certainly a fair position. </p><p> </p><p>To me, this “counts” as D&D flexibility because it isn’t actual mechanics. I wouldn’t be as comfortable changing the process of play in The One Ring, because it’s process of play <em>is</em> built into the rules text, not advice for ease of gameplay, and it has a culture of play that tends to reject even additions if they change the tone from strictly Tolkien fantasy, because it’s a focused game. Someone once made and shared a module that added more magic to the game, while still keeping it <em>very</em> low magic, and there were literally several people who were offended by it, and tons of others who just had no interest and/or told the author to just go play D&D instead. </p><p> </p><p>Ive also seen that, on Twitter especially but also in the subreddits for those games and the general rpg subreddits, in response to actual play shows using an indie game “wrong”, and there being people legitimately <em>offended</em> by it. See, The Adventure Zone: Any non-D&D season, or any of Critical Role’s indie game one shots. </p><p> </p><p>I rarely see such reactions to people changing D&D, even as someone who is very online and changes D&D all the time, and espouses a philosophy that there actually are no rules. I’ve seen it most on these forums, a little on Twitter, but even then I had people having my back on the legitimacy of modifying D&D and It still being D&D. </p><p> </p><p></p><p>I may be misremembering, as it has been years and I was only ever a player, but my memory of CoC is that you’d have to take actual base mechanics, equivalent to even more change than changing D&D to a pbta action resolution system, to make CoC not have the “you are less effective as you progress” dynamic and add in a feeling of pulp “plot armor” and “narrative threat of death” (ie you are only gonna die if you choose to). </p><p> </p><p>Either way, in summary; </p><p> </p><p>I see D&D 5e (and I do specifically only mean 5e. My experience is mostly 2e-5e, and only 5e is <em>especially</em> flexible IMO) as flexible for reasons related to both mechanics and process of play, as well as culture (though hawk seems to have completely different experience, apperently discord is the place to meet the less elitist and purist sections of the indie scene) and there are multiple aspects of each of those that contribute to flexibility in different ways/contexts. Combat, I consider the least flexible aspect of the game, but still more flexible than 3e or 4e dnd combat. </p><p> </p><p>Mechanics: </p><ol> <li data-xf-list-type="ol"> The mechanics don’t interfere with your play process much, so you can choose a play process, change it over time, use different processes for different games or adventures, etc. <ol> <li data-xf-list-type="ol">The game also features many optional mechanics that change how the game is played. </li> </ol></li> <li data-xf-list-type="ol">Conversational resolution is IMO more flexible than prescribed or “if, then” resolution, with the trade off of being less focused and requiring more teamwork to get the most out of it. <br /> </li> </ol><p>Process: by putting the prescribed parts of the system mostly in direct action resolution, and not in process of play, people can run the game how they want, and stuff like “who initiates a check” become very variable as a result, not to mention the rest of the process of play. </p><p>I can only agree with the position of [USER=6785785]@hawkeyefan[/USER] that this openness reduces flexibility on a purely individual preference level. Ie, it can if you experience a loss of creative impulse in the face of very open ended options. Not everyone does. Further, not prescribing it in the book makes it easier to seek out different prescribed systems and add the one that works best to the game. I refuse to even entertain the notion that it isn’t objectively easier to add than it is to replace. One may argue that the trade off isn’t worth it, but that’s a separate discussion. </p><p> </p><p>Culture: IME, few people (pretty much only “very online” purists, an extreme minority) care about any idea of someone playing D&D wrong because they changed the tone, or the focus, or the genre, or whatever. Folks care if the core books change those things, not if you do so at your table. Not only that, vanishingly few people view a game as no longer the same game if you run the play a bit differently in order to make a heist adventure satisfying.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8316379, member: 6704184"] Except that isn’t what I’ve said. I’m blanking on names atm, but I know there are indie games that are just “action resolution mechanic and narrative descriptions of archetypes” and a half page of additional rules to cover like, dying, or winning hearts, or whatever. Those games are often extremely flexible. My position is that games that don’t mechanize toward specific outcomes are more flexible than those that do. That if I didn’t play D&D I would instead be playing several different pbta and fitd games, along with games like The One Ring that aren’t part of either community, because each game is more focused, and thus less flexible. Flexibility isn’t all there is, otherwise I’d just write a 1-10 page TTRPG and play that. Okay. I think this is a case where not establishing a shared definition is the problem. I mean, at no point have I said anything that I would consider negative about indie games. The closest I’ve come is stating that I don’t see the appeal of having a game try to induce involuntary neurological states, and view it as trauma tourism. My comments on flexibility certainly aren’t judgements of general quality. It’s good that Monsterhearts and The One Ring and Monster of The Week etc are all focused games. It’s part of why they succeed at providing enjoyable experiences. I would never try to play even the games that are designed to do those things with people I don’t know, much less a game that relies on conversational consensus. I’ve run D&D for strangers at local cons, and at the library, and it’s fun, but we didn’t set up the play process or tone/theme to encourage emotional intensity. I don’t think you can really understand what I’m talking about without having played D&D differently from a combat action game. As well, I’m not sure why you’re so confident in saying D&D isn't all that flexible when you’re only willing to even try to play it one specific way. And again, I don’t use many houserules. The process of play varies depending on the adventure style, often session to session or even changing within a session (like when combat recently turned into a ritual magic skill challenge scene to stop the necromancer’s contingency bomb from killing everything within a few miles radius). UNO doesn’t make consensus the primary mechanic of the game. Exactly. That is the difference between it and D&D . Right, parts of any TTRPG are going to be determined by mechanics. In D&D the DM has authority to override the rules, but in practice that authority exists only insofar as the group consents to it. My ideal D&D , and thus the D&D i Play at my table, is one wherein that group consent dynamic is explicitly part of the rules, but I’ve never claimed D&D is perfect. To your specific example, D&D 5e has optional rules that allow spellcasting to be more taxing, and the new rules for stress in VRGtR can also be applied to whatever the group wants, including Spellcasting in order to induce a more magically restricted game where you need to think before casting. To get to the level of the spellcaster passing out from a spell, you’d need to add a new rule. To me, this is more versatile than if D&D only had the more restrictive Spellcasting rules, because it is easy to add those rules in and make them work with the existing rules. For me, it’s “the ability to change and adapt based on different circumstance”, in this case circumstance meaning things like desired gameplay, theme, genre, so close enough to how I’d define it. Sure, other aspects of 5e do that. I disagree, from experience. Seems fair Ah, now I see where you’re at. I disagree, but that’s certainly a fair position. To me, this “counts” as D&D flexibility because it isn’t actual mechanics. I wouldn’t be as comfortable changing the process of play in The One Ring, because it’s process of play [I]is[/I] built into the rules text, not advice for ease of gameplay, and it has a culture of play that tends to reject even additions if they change the tone from strictly Tolkien fantasy, because it’s a focused game. Someone once made and shared a module that added more magic to the game, while still keeping it [I]very[/I] low magic, and there were literally several people who were offended by it, and tons of others who just had no interest and/or told the author to just go play D&D instead. Ive also seen that, on Twitter especially but also in the subreddits for those games and the general rpg subreddits, in response to actual play shows using an indie game “wrong”, and there being people legitimately [I]offended[/I] by it. See, The Adventure Zone: Any non-D&D season, or any of Critical Role’s indie game one shots. I rarely see such reactions to people changing D&D, even as someone who is very online and changes D&D all the time, and espouses a philosophy that there actually are no rules. I’ve seen it most on these forums, a little on Twitter, but even then I had people having my back on the legitimacy of modifying D&D and It still being D&D. I may be misremembering, as it has been years and I was only ever a player, but my memory of CoC is that you’d have to take actual base mechanics, equivalent to even more change than changing D&D to a pbta action resolution system, to make CoC not have the “you are less effective as you progress” dynamic and add in a feeling of pulp “plot armor” and “narrative threat of death” (ie you are only gonna die if you choose to). Either way, in summary; I see D&D 5e (and I do specifically only mean 5e. My experience is mostly 2e-5e, and only 5e is [I]especially[/I] flexible IMO) as flexible for reasons related to both mechanics and process of play, as well as culture (though hawk seems to have completely different experience, apperently discord is the place to meet the less elitist and purist sections of the indie scene) and there are multiple aspects of each of those that contribute to flexibility in different ways/contexts. Combat, I consider the least flexible aspect of the game, but still more flexible than 3e or 4e dnd combat. Mechanics: [LIST=1] [*] The mechanics don’t interfere with your play process much, so you can choose a play process, change it over time, use different processes for different games or adventures, etc. [LIST=1] [*]The game also features many optional mechanics that change how the game is played. [/LIST] [*]Conversational resolution is IMO more flexible than prescribed or “if, then” resolution, with the trade off of being less focused and requiring more teamwork to get the most out of it. [/LIST] Process: by putting the prescribed parts of the system mostly in direct action resolution, and not in process of play, people can run the game how they want, and stuff like “who initiates a check” become very variable as a result, not to mention the rest of the process of play. I can only agree with the position of [USER=6785785]@hawkeyefan[/USER] that this openness reduces flexibility on a purely individual preference level. Ie, it can if you experience a loss of creative impulse in the face of very open ended options. Not everyone does. Further, not prescribing it in the book makes it easier to seek out different prescribed systems and add the one that works best to the game. I refuse to even entertain the notion that it isn’t objectively easier to add than it is to replace. One may argue that the trade off isn’t worth it, but that’s a separate discussion. Culture: IME, few people (pretty much only “very online” purists, an extreme minority) care about any idea of someone playing D&D wrong because they changed the tone, or the focus, or the genre, or whatever. Folks care if the core books change those things, not if you do so at your table. Not only that, vanishingly few people view a game as no longer the same game if you run the play a bit differently in order to make a heist adventure satisfying. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Indie Games Are Not More Focused. They Are Differently Focused.
Top