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
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: 8316586" data-attributes="member: 6704184"><p>Informal voting, basically. We eventually developed a cyclical method of running NPCs in combat and social skill challenges, that would have applied had we run into this problem more than we did. When your turn is done, you take on most of the job of running NPCs until the next PCs turn. We evenly spaced PCs and NPCs based on initiative, so about the same number of NPCs go between any two PC turns, and that order stands throughout a scene even if a combat switches to a skill challenge or vice versa. </p><p></p><p>That is generally the cost of open ended flexibility, sure. Just like PC gaming vs console gaming, for instance. </p><p></p><p>IMO you’d get even better results by taking some specific elements of pbta games and adding them to the D&D game, but I suspect it will end up being a situstion where the D&D model works better for established groups (as a lot of trust based dynamics do), while the pbta model will be easier to pick and and play without extensive instructions. Then again we played MoTW <em>wrong</em> at first, because we didn’t fully read the play guidance. It was still very very fun, however. So much so that my own TTRPG has moved a bit more toward a pbta model in some aspects. </p><p></p><p>Okay, I won’t go point by point on that, but you raise some interesting points. I’m going to address the thrust of the above as best I can while be a distractible rambler. </p><p> </p><p><em>Gunslinger’s Creed!</em> <em>The weird west TTRPG of gunfights, broken dreams, and love won and lost! </em></p><p> <em></em></p><p>I’d play it, either way system, first of all. Okay, so, I like D&D combat for <em>shootouts</em>, but I’d model <em>duels</em> using the basic structure of the cleverly hidden 5e skill challenge. Downtime activities! Using specifically Crime as my model, I’ll do a rough sketch of how I’d approach this. </p><p> </p><p>Establish stakes for a total loss, mixed result, and total victory. Next prescribe 1 - 3 proficiencies, possibly letting the player choose from a list, using each proficiency only once. The DC is determined by the skill of the opponent, either in opposed checks, or giving each NPC a Gunfighting DC based on their proficiency bonus, and how many relevant proficiencies they have. Crime just has three DC options the player can select from by choosing a small, moderate, or big, score, but I’d want it more dynamic. Other activities in Xanathar’s have a modifier that you add to a 2d10 roll to determine the DC. </p><p> </p><p>Regardless, you’d have variable DCs, but the player would be able to find out how hard the DC will be by either observing the opponent in a fight, or by making an Insight or Investigation check while interacting with them socially. Being hard to read, being good at sizing up someone you may have to fight, etc, is a big deal in these kinds of stories. You could break this down into multiple checks with variable success, if you want to emphasize it more. </p><p> </p><p>On consequences and stakes, I’d definitely advise making them transparent in general, along with how difficulty works, etc. Ironically, perhaps, I always advise making this stuff transparent and reliable, even <em>prescribed</em>, in the context of a group and campaign. I just like to be able to change it to better fit the campaign, adventure, etc. but my players know what they can do and how hard it will be. Any given adventure I run is quite focused, but the campaign, much less all my campaigns taken together, are very very varied. </p><p> </p><p>Anyway, consequences would probably range from a clean victory, to getting taken down, to a middle state where you can either take an injury to win, or neither get a good hit and transition into a gunfight, or neither gets hit and sue for calling the duel a draw. </p><p> </p><p>In general, I find a lot of the statements you’ve made as to why “will inevitably happen or result from a thing” or what can’t be achieved, etc, to be fairly confusing. I may go back and collect them all at a later time, and use them to start a separate discussion about D&D specifically (rather than comparatively) if you’re okay with that?</p><p></p><p>You don’t feel the tension your character feels in D&D? No matter how it’s run? Is it possible for you to believe that other people do?</p><p></p><p>Okay, but even if we just accept all this without challenge, how does that make a game based on applying these principles to a specific genre not more focused than 5e D&D? </p><p> </p><p>And again, why is it a bad thing to be more focused? I see 5e derided all the time for lacking focus, particularly in comparison to games like blades or AW. People who are really into those games often say that D&D doesn't know what it wants to be, and site all kinds of focused mechanics to bring about a specific intended play experience, and claim that 5e D&D has nothing like that. </p><p> </p><p>Before this thread and the last one, I’d never seen anyone treat focus as a bad thing, or suggest that 5e was as focused as the other games.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8316586, member: 6704184"] Informal voting, basically. We eventually developed a cyclical method of running NPCs in combat and social skill challenges, that would have applied had we run into this problem more than we did. When your turn is done, you take on most of the job of running NPCs until the next PCs turn. We evenly spaced PCs and NPCs based on initiative, so about the same number of NPCs go between any two PC turns, and that order stands throughout a scene even if a combat switches to a skill challenge or vice versa. That is generally the cost of open ended flexibility, sure. Just like PC gaming vs console gaming, for instance. IMO you’d get even better results by taking some specific elements of pbta games and adding them to the D&D game, but I suspect it will end up being a situstion where the D&D model works better for established groups (as a lot of trust based dynamics do), while the pbta model will be easier to pick and and play without extensive instructions. Then again we played MoTW [I]wrong[/I] at first, because we didn’t fully read the play guidance. It was still very very fun, however. So much so that my own TTRPG has moved a bit more toward a pbta model in some aspects. Okay, I won’t go point by point on that, but you raise some interesting points. I’m going to address the thrust of the above as best I can while be a distractible rambler. [I]Gunslinger’s Creed![/I] [I]The weird west TTRPG of gunfights, broken dreams, and love won and lost! [/I] I’d play it, either way system, first of all. Okay, so, I like D&D combat for [I]shootouts[/I], but I’d model [I]duels[/I] using the basic structure of the cleverly hidden 5e skill challenge. Downtime activities! Using specifically Crime as my model, I’ll do a rough sketch of how I’d approach this. Establish stakes for a total loss, mixed result, and total victory. Next prescribe 1 - 3 proficiencies, possibly letting the player choose from a list, using each proficiency only once. The DC is determined by the skill of the opponent, either in opposed checks, or giving each NPC a Gunfighting DC based on their proficiency bonus, and how many relevant proficiencies they have. Crime just has three DC options the player can select from by choosing a small, moderate, or big, score, but I’d want it more dynamic. Other activities in Xanathar’s have a modifier that you add to a 2d10 roll to determine the DC. Regardless, you’d have variable DCs, but the player would be able to find out how hard the DC will be by either observing the opponent in a fight, or by making an Insight or Investigation check while interacting with them socially. Being hard to read, being good at sizing up someone you may have to fight, etc, is a big deal in these kinds of stories. You could break this down into multiple checks with variable success, if you want to emphasize it more. On consequences and stakes, I’d definitely advise making them transparent in general, along with how difficulty works, etc. Ironically, perhaps, I always advise making this stuff transparent and reliable, even [I]prescribed[/I], in the context of a group and campaign. I just like to be able to change it to better fit the campaign, adventure, etc. but my players know what they can do and how hard it will be. Any given adventure I run is quite focused, but the campaign, much less all my campaigns taken together, are very very varied. Anyway, consequences would probably range from a clean victory, to getting taken down, to a middle state where you can either take an injury to win, or neither get a good hit and transition into a gunfight, or neither gets hit and sue for calling the duel a draw. In general, I find a lot of the statements you’ve made as to why “will inevitably happen or result from a thing” or what can’t be achieved, etc, to be fairly confusing. I may go back and collect them all at a later time, and use them to start a separate discussion about D&D specifically (rather than comparatively) if you’re okay with that? You don’t feel the tension your character feels in D&D? No matter how it’s run? Is it possible for you to believe that other people do? Okay, but even if we just accept all this without challenge, how does that make a game based on applying these principles to a specific genre not more focused than 5e D&D? And again, why is it a bad thing to be more focused? I see 5e derided all the time for lacking focus, particularly in comparison to games like blades or AW. People who are really into those games often say that D&D doesn't know what it wants to be, and site all kinds of focused mechanics to bring about a specific intended play experience, and claim that 5e D&D has nothing like that. Before this thread and the last one, I’d never seen anyone treat focus as a bad thing, or suggest that 5e was as focused as the other games. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Indie Games Are Not More Focused. They Are Differently Focused.
Top