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="Campbell" data-source="post: 7084807" data-attributes="member: 16586"><p>It does involve giving up a measure of agency we normally have in most mainstream games and is definitely not right for everyone, and should adamantly be done with discipline and sensitivity. However, it helps us to go places where we would otherwise not go and experience compelling stories that are fundamentally about characters.</p><p></p><p>In a game like Masks players retain complete autonomy over character actions. This is not like Vampire where we fail our Self Control roll and frenzy. What changes is the mechanical impact of those actions. When someone has Influence over you it is harder to work against them on a mechanical level. Let's take a look at the impact of one of the Conditions which represent a character's emotional state:</p><p></p><p>When you are <strong>Angry</strong> take -2 to <strong>Comfort or Support Someone</strong> or <strong>Pierce The Mask</strong>. Being Angry means it is difficult to provide emotional aid or see beyond the obvious.</p><p>Clear <strong>Angry</strong> by hurting someone or breaking something important. You can remove the <strong>Angry Condition</strong> by lashing out. You can still control your anger. It just impacts you until you either act out or someone <strong>Comforts Or Supports</strong> you. The game also provides other means to clear <strong>Conditions</strong>.</p><p></p><p>It's all about providing a play space where other elements of the fiction can be just as important and worthy of representation as the physical stuff. We have all been conditioned to accept that we do not have agency over physical consequences even though that has a dramatic and binding impact over our play experience. I'm not sure how social and emotional consequences are meaningfully different. In meatspace I do not have control over when I am angry, the impact of other people's words, or my cultural indoctrination. I still control my behavior, but these things are impactful. The game is structured so that there is plenty of meaningful decisions to be made around the themes of growing up, coming together as a team, social pressure from adults and your peers, and dealing with the turbulence of adolescence. Plus kicking some super villain tail in between. It's meant to provide an experience like the Teen Titans, Young Justice, or New Mutants. </p><p></p><p>It is a particular philosophy of game design. It says that rules can serve to reinforce the experience of playing a character with integrity. They can bring our characters experiences to life and let us live them. Through the right resolution mechanics, the right reward systems, and principled play we can alleviate the conflicts that exist between playing our characters with integrity, playing the mechanics, and playing the fiction optimally. When we do things right they are the exact same thing.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7084807, member: 16586"] It does involve giving up a measure of agency we normally have in most mainstream games and is definitely not right for everyone, and should adamantly be done with discipline and sensitivity. However, it helps us to go places where we would otherwise not go and experience compelling stories that are fundamentally about characters. In a game like Masks players retain complete autonomy over character actions. This is not like Vampire where we fail our Self Control roll and frenzy. What changes is the mechanical impact of those actions. When someone has Influence over you it is harder to work against them on a mechanical level. Let's take a look at the impact of one of the Conditions which represent a character's emotional state: When you are [B]Angry[/B] take -2 to [B]Comfort or Support Someone[/B] or [B]Pierce The Mask[/B]. Being Angry means it is difficult to provide emotional aid or see beyond the obvious. Clear [B]Angry[/B] by hurting someone or breaking something important. You can remove the [B]Angry Condition[/B] by lashing out. You can still control your anger. It just impacts you until you either act out or someone [B]Comforts Or Supports[/B] you. The game also provides other means to clear [B]Conditions[/B]. It's all about providing a play space where other elements of the fiction can be just as important and worthy of representation as the physical stuff. We have all been conditioned to accept that we do not have agency over physical consequences even though that has a dramatic and binding impact over our play experience. I'm not sure how social and emotional consequences are meaningfully different. In meatspace I do not have control over when I am angry, the impact of other people's words, or my cultural indoctrination. I still control my behavior, but these things are impactful. The game is structured so that there is plenty of meaningful decisions to be made around the themes of growing up, coming together as a team, social pressure from adults and your peers, and dealing with the turbulence of adolescence. Plus kicking some super villain tail in between. It's meant to provide an experience like the Teen Titans, Young Justice, or New Mutants. It is a particular philosophy of game design. It says that rules can serve to reinforce the experience of playing a character with integrity. They can bring our characters experiences to life and let us live them. Through the right resolution mechanics, the right reward systems, and principled play we can alleviate the conflicts that exist between playing our characters with integrity, playing the mechanics, and playing the fiction optimally. When we do things right they are the exact same thing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
Top