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
*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="kenada" data-source="post: 8316949" data-attributes="member: 70468"><p>If you look at the way D&D adventures tend to go, they usually start with a complication or some kind of conflict. The engagement roll helps you generate that instead of relying on the GM to come up with something in the moment (since the nature of BitD means it’s unlikely the GM got time to sit down and decide, which would go against your [BitD] principles anyway).</p><p></p><p></p><p>I agree. Some games use mechanics just for resolution or to model some aspect about a character, but others use them to create a certain feel of play, or they use them to create situations that might not arise organically (i.e., as a prompt). A game like Scum and Villainy is more like Call of Cthluhu taken to 11 than it is D&D because it pervasively uses its stress mechanics to create the feel of playing a daring outline on the fringe. Your work is dangerous, and that danger affects you. If you don’t want trauma, you have to work at it, and that ends up reflected in how things play (though the system does try to incentivize you to lean into the conceit with additional XP for playing your traumas).</p><p></p><p>That seems to be the two strains of discourse in this thread. There’s the “D&D-style flexibility”, which is about the system’s not prescribing mechanics so GMs can do whatever they want. If they want to hack D&D to include stress mechanics (from BitD), they can do that. Then there’s “experience flexibility” (for lack of a better word, so hopefully someone suggests something better) where the system is built with the idea that some parts of play are being delegated to the system, and the experiences created by them are ones that are not or are unlikely to occur in a “D&D-style flexibility” environment. See also: the discussion previously regarding consensual versus non-consensual.</p><p></p><p>I think there’s an assumption that the latter are more difficult to modify, but that seems true only looking at things narrowly. People have built a variety of games on top of PbtA and FitD. Bluebeard’s Bride is very different from Dungeon World is very different from Monster Hearts. It might be more difficult to do it in the moment (such as deciding to use PbtA-style conflict resolution for a particular a social challenge in D&D), but those games enumerate their principles, which should help make intentioned modification easier. It may be that some communities are less receptive to modification than others, but I don’t think it’s fair to project that back onto the games themselves. Otherwise, I’d have to concede that PF2e and its APs are expected to be run 100% RAW (no matter how awful the results), and I’m not going to do that.</p></blockquote><p></p>
[QUOTE="kenada, post: 8316949, member: 70468"] If you look at the way D&D adventures tend to go, they usually start with a complication or some kind of conflict. The engagement roll helps you generate that instead of relying on the GM to come up with something in the moment (since the nature of BitD means it’s unlikely the GM got time to sit down and decide, which would go against your [BitD] principles anyway). I agree. Some games use mechanics just for resolution or to model some aspect about a character, but others use them to create a certain feel of play, or they use them to create situations that might not arise organically (i.e., as a prompt). A game like Scum and Villainy is more like Call of Cthluhu taken to 11 than it is D&D because it pervasively uses its stress mechanics to create the feel of playing a daring outline on the fringe. Your work is dangerous, and that danger affects you. If you don’t want trauma, you have to work at it, and that ends up reflected in how things play (though the system does try to incentivize you to lean into the conceit with additional XP for playing your traumas). That seems to be the two strains of discourse in this thread. There’s the “D&D-style flexibility”, which is about the system’s not prescribing mechanics so GMs can do whatever they want. If they want to hack D&D to include stress mechanics (from BitD), they can do that. Then there’s “experience flexibility” (for lack of a better word, so hopefully someone suggests something better) where the system is built with the idea that some parts of play are being delegated to the system, and the experiences created by them are ones that are not or are unlikely to occur in a “D&D-style flexibility” environment. See also: the discussion previously regarding consensual versus non-consensual. I think there’s an assumption that the latter are more difficult to modify, but that seems true only looking at things narrowly. People have built a variety of games on top of PbtA and FitD. Bluebeard’s Bride is very different from Dungeon World is very different from Monster Hearts. It might be more difficult to do it in the moment (such as deciding to use PbtA-style conflict resolution for a particular a social challenge in D&D), but those games enumerate their principles, which should help make intentioned modification easier. It may be that some communities are less receptive to modification than others, but I don’t think it’s fair to project that back onto the games themselves. Otherwise, I’d have to concede that PF2e and its APs are expected to be run 100% RAW (no matter how awful the results), and I’m not going to do that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Indie Games Are Not More Focused. They Are Differently Focused.
Top