How do we do it now, in 3rd edition? How did we do it before?Reynard said:Not the point and not the subject of the thread. The subject of the thread is how house-ruling/"modding" experienced DMs and new DMs will interact with the game and with one another.
Mustrum_Ridcully said:If the Virtual Table Top of the DDI adjucates rules and you can't change them, this will off course lessen the usability considerably since a lot of groups invariable end up with house rules, even if it is just one custom feat.
I thought I read that the VTT wouldn't adjucate rules (or at least doesn't have to), but maybe I am mistaken on that?
Nobody knows yet how will the VTT will actually be expected, and if it will really lead to "casual" role-playing with remote players.Reynard said:I don't think so. The intent, as I understand it, is to simply allow people to move their minis around in a virtual environment, not actually resolve actions.
But that in and of itself opens up the community. Clubs, game days and conventions have traditionally been the ways in which otherwise isolated players interact. The VTT, if it works right, will change that. there'll be a lot more interaction between isolated players and groups. I guess what I am wondering is does that imply a need for a greater deal of consistency -- or at least suggest that those games that hew closer to the GAW (game-as-written) will be more successful and therefore bolster the GAW? Or, will a greater exposure to more varied interpretations/house rules create a community that is in fact more open to variation -- not just in theory, but in actual play?
I know that most people don't take part in the overall "gaming community", due in large part I think to general physical isolation. But the intent with 4E is obviously to open up that community through the internet -- Gleemax, DDI -- so there'll be less isolation.
I think it is an interesting question and worth considering, as a member of a larger "gaming community" - not just on messageboards, but by DMing at conventions and game days and the like.
Adherence to the rules as written seems to be an emerging expectation in the player community, at least judging by the content of internet message boards...
Reynard said:"Just houserule/change it" means something to an experienced DM (exactly what depending on what the issue at hand is). What does it mean to a new DM looking for advice or to understand why things may be the way they are? In addition, there is the issue of these two groups of DMs interacting in direct play with one another as the VTT takes off (assuming it does).
OK, here's a few:Cadfan said:Honestly, lets name some issues that a new player might want houseruled, and have a hard time houseruling. Here's the criteria.
1) If its a matter that no one would likely care about unless they had knowledge of previous editions, it doesn't count. New players don't have nostalgia for older editions, and therefore don't want to houserule the game to resemble older editions. As an example, the fact that the game hasn't got brass dragons would fail this test. No one is going to be demanding brass colored dragons unless they've become accustomed to older editions of D&D, and if they're accustomed to older editions of D&D, they're not new.
2) It has to be difficult for a new DM. "We're not using dragonborn" fails this test because any fool can say "we're not using dragonborn."
3) It has to be a real houserule. Certain matters are considered to be the DMs decision within the core rules of the game. Designing places, NPCs, plotlines, cosmologies, and so forth is not houseruling. It is being a DM.
Mustrum_Ridcully said:Nobody knows yet how will the VTT will actually be expected, and if it will really lead to "casual" role-playing with remote players.
If there is still a tendency for stable groups, then house rules will work just as they do today.
If the groups are less stable, and people casually meet to have a game with "strangers", I think the RAW will become a lot more standard, because it is a lot of hassle communicating all the house rules. I can see that there might be some "common house rules" among players that partake in this bigger gaming communities, which is basically an "emergent" errata to the game.
Lanefan said:OK, here's a few:
Speed of advancement/length of campaign (these are inextricably tied together). If a new DM wants to run a 1-30 campaign in 6 months or 6 years as opposed to the 1-2 year system expectation, that's going to take some houseruling. Easy to do, yes, but not so easy to think of for a new DM; and not so easy to see the long-term knock-on effects (for example, slower advancement puts the wealth-by-level way out of whack in the long run unless you also slash back on treasure given, and a new DM will miss this every time).
Injection of realism, justified or otherwise. For example, your shiny new DM is a 25-year SCA member and knows all about how armour vs. weapon types works in real life, and wants to import this knowledge into the mechanics of the game. Where would this DM even begin, and how would she know what the knock-on effects (if any) of these changes might be? A second example here might be a new DM who is a physicist in real life, and wants to houserule an explanation for how magic works in a physical universe using physics-based knowledge...and to suit this starts making mechanical changes to spells. How messy does *that* get?
Simply put, if the idea is to attract and keep new DMs, there needs to be a section in the DMG on how to houserule, rather than something saying "don't do it".
Lanefan
Yes, it's irrelevant - except where house-ruling certain things becomes so common it serves as evidence that this particular part of the rules really is a general failure rather than an isolated concern for a particular DM.Reynard said:Is the individual group house-ruling something to meet their preferences irrelevent to the larger gaming community, including these new DMs?
A certain level of consistency IS important so that when strangers get together to play, or we discuss the workings of the game we don't have to first list tons of house rules to get people to understand what we're trying to accomplish in our particular games.Is consistency from one table to the next, whether in a basement or at a con, important in any way, or even viable?
The virtual table top is, as I understand it, largely rules-free. It provides - quite literally - a virtual table, minis, dice, and a few other things, but does not limit how or why you move things around on that tabletop.How does the idea of the VTT figure into it, which could potentially get a lot more people playing with a lot broader cross section of gamers?
I can barely speculate meaningfully on what their INTENT is for books not yet even begun. I would tend to suspect new crunch as I would think that "advanced techniques" for a whole new game system like this would take a lot longer to conceptualize.And finally, what about the "advanced DM"? Do you think the intent is that more advanced Dming techniques will be the subject of things like the DMG II? Or will the DMG II simply be a book of new crunch/updated and converted old crunch?