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
Judgement calls vs "railroading"
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="Gardens &amp; Goblins" data-source="post: 7070833" data-attributes="member: 6846794"><p><em>Alive.</em> <em><span style="font-size: 9px">Country may not be after the vote but hey.</span></em></p><p></p><p></p><p></p><p>I'll catch up with the swathes of text over the last couple of pages when I can. In the meantime, this description of play/style of play - what is it/are we calling it? I ask because it seems to describe how we run our D&D sessions, at least today, rather well. Many moons ago, we'd expect the DM to fudge things - or at least realise that there was always some covert DM play involved, where aspects of play would be changed - during play - in order to better tailor the experience to the players.</p><p></p><p>Today, we prefer a more, for lack of a better term, simulationist approach. I've never played Apocalypse World<em>, </em>only read the rulebook briefly though if I am inferring the style of play correctly, from your descriptions Manbearcat & Cambell, it seems close to how we play.</p><p></p><p>Our expectation have shifted over time - things like attack rolls, skill checks, saving throws are fairly straight forward, and with the relative simplicity of the Advantage/Disadvantage system, 'soft' and hard moves' on the part of the DM become more apparent. D&D is not a complicated system <em>('low system cognitive overhead')</em>, so folks can quickly gauge the outcomes of many situations when engaged with situations with a clear mechanical element. And when I personally feel the DM is making a soft move on my behalf, I feel dis-empowered as a player.</p><p></p><p>As a result, the expectation is that the DM will be, 'true to their prep' as much as possible - let the events and the dice fall as play develops. Players are empowered through choice - to explore, engage with the world and to fail. However, saying all this, the 'prep' can and has been tailored to the players and continues to be tailored to the players between sessions, though it is obviously constrained by the choices and outcomes that have occurred during play from previous sessions. [sblock]<em>For example, recently most of a character party were killed outright, no chance of healing or resurrection. The result was all down to the choices the players had made - they chose to push on with minimal resources. Their plan relied on some risky elements and luck was not on their side. The DM played it 'true', letting events unfold as the dice and circumstances dictated. </em></p><p><em></em></p><p><em>However, rather than winking out of existence, the players then found themselves floating in a void, another time a space. Cue lots of astral craziness, where the characters first had to recognize what they were, where and what the other characters were before finally being approached by the patron of one of the (still living) characters. A terrifying chat later and they woke up near their bodies as ghosts, with a message for the living warlock character etched upon their souls. </em></p><p><em></em></p><p><em>They then used their undead state to exact vengeance on their killer and right the wrongs of the town they were trying to protect and the last three sessions have had them hunting down an NPC in order to reunite them with their decaying bodies.</em></p><p><em></em></p><p><em>Now, none of this was planned at at the beginning of the campaign creation or the session or considered during play. Instead it was produce in reaction to the events, driven by players, during play.</em>[/sblock]</p></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 7070833, member: 6846794"] [I]Alive.[/I] [I][SIZE=1]Country may not be after the vote but hey.[/SIZE][/I] I'll catch up with the swathes of text over the last couple of pages when I can. In the meantime, this description of play/style of play - what is it/are we calling it? I ask because it seems to describe how we run our D&D sessions, at least today, rather well. Many moons ago, we'd expect the DM to fudge things - or at least realise that there was always some covert DM play involved, where aspects of play would be changed - during play - in order to better tailor the experience to the players. Today, we prefer a more, for lack of a better term, simulationist approach. I've never played Apocalypse World[I], [/I]only read the rulebook briefly though if I am inferring the style of play correctly, from your descriptions Manbearcat & Cambell, it seems close to how we play. Our expectation have shifted over time - things like attack rolls, skill checks, saving throws are fairly straight forward, and with the relative simplicity of the Advantage/Disadvantage system, 'soft' and hard moves' on the part of the DM become more apparent. D&D is not a complicated system [I]('low system cognitive overhead')[/I], so folks can quickly gauge the outcomes of many situations when engaged with situations with a clear mechanical element. And when I personally feel the DM is making a soft move on my behalf, I feel dis-empowered as a player. As a result, the expectation is that the DM will be, 'true to their prep' as much as possible - let the events and the dice fall as play develops. Players are empowered through choice - to explore, engage with the world and to fail. However, saying all this, the 'prep' can and has been tailored to the players and continues to be tailored to the players between sessions, though it is obviously constrained by the choices and outcomes that have occurred during play from previous sessions. [sblock][I]For example, recently most of a character party were killed outright, no chance of healing or resurrection. The result was all down to the choices the players had made - they chose to push on with minimal resources. Their plan relied on some risky elements and luck was not on their side. The DM played it 'true', letting events unfold as the dice and circumstances dictated. However, rather than winking out of existence, the players then found themselves floating in a void, another time a space. Cue lots of astral craziness, where the characters first had to recognize what they were, where and what the other characters were before finally being approached by the patron of one of the (still living) characters. A terrifying chat later and they woke up near their bodies as ghosts, with a message for the living warlock character etched upon their souls. They then used their undead state to exact vengeance on their killer and right the wrongs of the town they were trying to protect and the last three sessions have had them hunting down an NPC in order to reunite them with their decaying bodies. Now, none of this was planned at at the beginning of the campaign creation or the session or considered during play. Instead it was produce in reaction to the events, driven by players, during play.[/I][/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
Top