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
Legends and Lore - Nod To Realism
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="I'm A Banana" data-source="post: 5761909" data-attributes="member: 2067"><p>Ah, they aren't driven by narrative, though, they are driven by the stats.</p><p></p><p>Because the game is played with the stats. The stats are what overcome challenges. The stats are what provide conflict and excitement. The stats are the game experience. </p><p></p><p>And, if the narrative doesn't affect the stats, the game leaves ONLY the stats, without context or meaning. </p><p></p><p>Oh, it's easy to re-fluff, sure. But that's because those fluffy elements are essentially meaningless. They have no bearing on gameplay. Call a rabbit a smeerp if you want, but unless it is <em>different</em>, it's not interesting. </p><p></p><p></p><p></p><p>Here, I'd agree with a a lot of folks who see that the DM needs to be more of a judge, and less of a CPU. This spell creates a ball of fire. Heres' the typical effects. Want something more? Go for it, using the DM advice that has trained you to be able to take a game element and run with it, with confidence. </p><p></p><p>No ruleset or person can see every ramification, but to me, that's incredibly liberating. It gives you a lot of ways to work with what the game gives you. This spell creates a ball of fire. Does it burn down the forest? Does it explode the doors off the hinges? Does it alert the nearby hobgoblins? Sure, maybe! If the DM allows that to happen. The DM is encouraged to think creatively based on what exists in the game, rather than about how to excuse a purely mechanical effect.</p><p></p><p></p><p></p><p>Improvised weapons existed in all e's, and I saw plenty of bare-fisted brawls or odd tools. It's not hard to do for me, since the rules support me if I want to do that, and allow me to futz if I don't like what they are. 3e's tightly integrated system makes futzing tougher, but it I didn't feel the need to futz as much. It also happened in 2e, whenever a party member "chucked a rock at it." I've never needed tightly bound resolution mechanics to do that, but I have used solid existing rules or improvising guidelines.</p><p></p><p>I don't see descriptive rules elements as providing a script. I see them as providing PROPS. How you use them is up to you (and a judge is needed to make sure the uses are vaguely balanced and fair), but the game doesn't tell you what they're used for. </p><p></p><p>It's fun like the old Whose Line game "Props" is fun:</p><p><a href="http://www.youtube.com/watch?feature=fvwp&NR=1&v=yIyJkduMkC4" target="_blank">http://www.youtube.com/watch?v=oViGsUZM6-U</a></p><p></p><p>The idea isn't to use the props in one and only one way. The fun comes from thinking of different ways to use the equipment you have. Narrowly defined effects are good for one and only one thing (the effect they provide). Broadly defined tools are useful in MANY different ways.</p><p></p><p>There's not just one thing Super Strength or Fireball can do. There's as many things they can do as your imagination can come up with (and your DM can allow. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p><em>aside</em>: Personally, I feel that because D&D adventures consist of four major activities (combat, exploration, interaction, and discovery), most effects only need to be described mechanically in those broad terms. That's actually a pretty small continuum of mechanical needs. Fireball burns monsters, clears flammables, and is pretty useless at the other two things. Given that framework, I can improvise quite well within it, giving a wizard who wants to use it to, say, impress thee locals, a chance to do it if I feel it's warranted.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5761909, member: 2067"] Ah, they aren't driven by narrative, though, they are driven by the stats. Because the game is played with the stats. The stats are what overcome challenges. The stats are what provide conflict and excitement. The stats are the game experience. And, if the narrative doesn't affect the stats, the game leaves ONLY the stats, without context or meaning. Oh, it's easy to re-fluff, sure. But that's because those fluffy elements are essentially meaningless. They have no bearing on gameplay. Call a rabbit a smeerp if you want, but unless it is [i]different[/i], it's not interesting. Here, I'd agree with a a lot of folks who see that the DM needs to be more of a judge, and less of a CPU. This spell creates a ball of fire. Heres' the typical effects. Want something more? Go for it, using the DM advice that has trained you to be able to take a game element and run with it, with confidence. No ruleset or person can see every ramification, but to me, that's incredibly liberating. It gives you a lot of ways to work with what the game gives you. This spell creates a ball of fire. Does it burn down the forest? Does it explode the doors off the hinges? Does it alert the nearby hobgoblins? Sure, maybe! If the DM allows that to happen. The DM is encouraged to think creatively based on what exists in the game, rather than about how to excuse a purely mechanical effect. Improvised weapons existed in all e's, and I saw plenty of bare-fisted brawls or odd tools. It's not hard to do for me, since the rules support me if I want to do that, and allow me to futz if I don't like what they are. 3e's tightly integrated system makes futzing tougher, but it I didn't feel the need to futz as much. It also happened in 2e, whenever a party member "chucked a rock at it." I've never needed tightly bound resolution mechanics to do that, but I have used solid existing rules or improvising guidelines. I don't see descriptive rules elements as providing a script. I see them as providing PROPS. How you use them is up to you (and a judge is needed to make sure the uses are vaguely balanced and fair), but the game doesn't tell you what they're used for. It's fun like the old Whose Line game "Props" is fun: [URL="http://www.youtube.com/watch?feature=fvwp&NR=1&v=yIyJkduMkC4"]http://www.youtube.com/watch?v=oViGsUZM6-U[/URL] The idea isn't to use the props in one and only one way. The fun comes from thinking of different ways to use the equipment you have. Narrowly defined effects are good for one and only one thing (the effect they provide). Broadly defined tools are useful in MANY different ways. There's not just one thing Super Strength or Fireball can do. There's as many things they can do as your imagination can come up with (and your DM can allow. ;)). [I]aside[/I]: Personally, I feel that because D&D adventures consist of four major activities (combat, exploration, interaction, and discovery), most effects only need to be described mechanically in those broad terms. That's actually a pretty small continuum of mechanical needs. Fireball burns monsters, clears flammables, and is pretty useless at the other two things. Given that framework, I can improvise quite well within it, giving a wizard who wants to use it to, say, impress thee locals, a chance to do it if I feel it's warranted. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore - Nod To Realism
Top