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General Tabletop Discussion
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Making the adventure describer and the rules referee different people
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<blockquote data-quote="nnms" data-source="post: 6149401" data-attributes="member: 83293"><p>Traditionally, it's been the GM's responsibility to both describe the fictional world and the various challenges and characters the player characters encounter as well as to adjudicate the rules and have final say in system matters.</p><p></p><p>Might I suggest separating these two participant roles so you have a different person be in charge of the rules? Why would someone want to do this?</p><p></p><p>1) Trains better description. You now need to describe something so that another person can make reasonable rules interpretations off of your descriptions. If your description skills are lacking or you are glossing over too much, you'll need to lift your game. The rules referee is going to need to be able to listen to you and what you are describing at get an accurate feel for how to resolve what you are talking about in the system.</p><p></p><p>2) Trains better rules application. The rules referee has to be able to listen and ask the right questions. Most of us can do this, but coming up with system applications based on what other people describe is a pretty key GMing skill.</p><p></p><p>3) Gives all participants more traction. Everything needs to be more "on the table" as more people are involved in the decision making of the outcome of actions and the implication of those actions.</p><p></p><p>4) Enables the describer to play even more to "see what happens." They can't fudge results or subtly or unconsciously guide play to their desired ends (even if they don't mean to). The describer is no longer responsible for the outcome or the plot, but just for the situation as it progresses.</p><p></p><p>5) Develops improvising skills. Everyone needs to take into consideration the resolution of described events from more than one person, which requires being more open and accepting and less blocking and saying no. The describer has to accept the referee's interpretation the situation and the results the system produces and go with it.</p><p></p><p>6) Reduces GM work load. While the referee is adjudicating system stuff, the describer is free to concentrate on presenting what they have come up with and on characterization of the NPCs, etc.,.</p><p></p><p>And for an even more distributed work load, make every player a joint rules referee. If there is a rules issue, all of the players, but not the describer-GM, can have input and if no consensus is reached quickly, use a simple vote system. Many groups probably already play like this without realizing it.</p><p></p><p>What's this look like in actual play?</p><p></p><p><strong><span style="color: #800000">Describer</span></strong>: "You see a strange metal face, almost a foot across, attached to the base of the statue. Sneering with an almost pig like nose with a wide mouth and large teeth, you think it depicts on orc. There appears to be an opening or empty space between it's jaws."</p><p><strong><span style="color: #006400">Player1</span></strong>: "I bend down and shine my torch into the opening."</p><p><strong><span style="color: #a52a2a">Describe</span>r</strong>: "The opening goes for about 6 inches and ends, but you see a key hole there."</p><p><strong><span style="color: #0000cd">Player2</span></strong>: "I can pick locks."</p><p><strong><span style="color: #006400">Player1</span></strong>: "Go for it."</p><p><strong><span style="color: #800080">Player3REF</span></strong>: "Is this thing well crafted or crude?"</p><p><strong><span style="color: #800000">Describer</span></strong>: "Very well crafted."</p><p><strong><span style="color: #800080">P3REF</span></strong>: "Well that sounds like it would have a difficult lock to pick. DC30</p><p><span style="color: #0000cd"><strong>Player2</strong></span>: "I get started. It's not likely I'll get it, but I might"</p><p><strong><span style="color: #800000">Describer</span></strong>: "As you begin picking the lock, the jaws of the face clamp shut!"</p><p><strong><span style="color: #800080">P3REF</span></strong>: "You said this thing is pretty well crafted, so I'm thinking it's a trap with an attack bonus of +6"</p><p><strong><span style="color: #800000">Describer</span></strong>: "Not a reflex save to get your hand out in time?"</p><p><strong><span style="color: #800080">P3REF</span></strong>: "Nope, it's attacking. It gets a 22."</p><p><strong><span style="color: #0000cd">Player2</span></strong>: "It got me..."</p><p><strong><span style="color: #800000">Describer</span></strong>: "So not only does it hurt you, it's clamped down on your hand like a bear trap. And water starts pouring and spraying out of the mouth, nose and eyes of the statue down onto you."</p><p><strong><span style="color: #800080">P3REF</span></strong>: "It's not trying to lop his hand off, but to hold him, So let's say d4 damage, 2. But your grabbed and it's very strong."</p><p><strong><span style="color: #006400">Player1</span></strong>: "Wait a minute! Shouldn't we have gotten a perception check or something? This isn't fair!"</p><p><strong><span style="color: #800080">P3REF</span></strong>: "The GM-Describer has all your passive skill levels so he can describe accordingly. You know we agreed that if you want a perception based roll, you need to ask for it or your passives stand."</p><p><span style="color: #0000cd"><strong>Player2</strong></span>: "Hey, doesn't Rufus have some sort of water breathing spell in case this place fills up too fast for me to escape?"</p><p><strong><span style="color: #800080">P3REF</span></strong>: "Yeah. It's on a scroll. I get that out. Hey, just how fast is the water coming out?"</p><p><strong><span style="color: #800000">Describer</span></strong>: "Very fast. it's just spraying out in a deluge. And given how low the opening was, he's crouched down as well."</p><p><strong><span style="color: #800080">P3REF</span></strong>: "This room is tiny as well. I open the door."</p><p>Describer: "It appears to have locked itself somehow."</p><p><strong><span style="color: #0000ff">Player2</span></strong>: "Well, I better get escaping, I'm going to pull out an iron spike and try to pry the teeth apart."</p><p><strong><span style="color: #006400">Player1</span></strong>: "I'll help as well. I'll do my best to stand and crouch in a way that keeps the water out of his face so he can see what he's doing."</p></blockquote><p></p>
[QUOTE="nnms, post: 6149401, member: 83293"] Traditionally, it's been the GM's responsibility to both describe the fictional world and the various challenges and characters the player characters encounter as well as to adjudicate the rules and have final say in system matters. Might I suggest separating these two participant roles so you have a different person be in charge of the rules? Why would someone want to do this? 1) Trains better description. You now need to describe something so that another person can make reasonable rules interpretations off of your descriptions. If your description skills are lacking or you are glossing over too much, you'll need to lift your game. The rules referee is going to need to be able to listen to you and what you are describing at get an accurate feel for how to resolve what you are talking about in the system. 2) Trains better rules application. The rules referee has to be able to listen and ask the right questions. Most of us can do this, but coming up with system applications based on what other people describe is a pretty key GMing skill. 3) Gives all participants more traction. Everything needs to be more "on the table" as more people are involved in the decision making of the outcome of actions and the implication of those actions. 4) Enables the describer to play even more to "see what happens." They can't fudge results or subtly or unconsciously guide play to their desired ends (even if they don't mean to). The describer is no longer responsible for the outcome or the plot, but just for the situation as it progresses. 5) Develops improvising skills. Everyone needs to take into consideration the resolution of described events from more than one person, which requires being more open and accepting and less blocking and saying no. The describer has to accept the referee's interpretation the situation and the results the system produces and go with it. 6) Reduces GM work load. While the referee is adjudicating system stuff, the describer is free to concentrate on presenting what they have come up with and on characterization of the NPCs, etc.,. And for an even more distributed work load, make every player a joint rules referee. If there is a rules issue, all of the players, but not the describer-GM, can have input and if no consensus is reached quickly, use a simple vote system. Many groups probably already play like this without realizing it. What's this look like in actual play? [B][COLOR=#800000]Describer[/COLOR][/B]: "You see a strange metal face, almost a foot across, attached to the base of the statue. Sneering with an almost pig like nose with a wide mouth and large teeth, you think it depicts on orc. There appears to be an opening or empty space between it's jaws." [B][COLOR=#006400]Player1[/COLOR][/B]: "I bend down and shine my torch into the opening." [B][COLOR=#a52a2a]Describe[/COLOR]r[/B]: "The opening goes for about 6 inches and ends, but you see a key hole there." [B][COLOR=#0000cd]Player2[/COLOR][/B]: "I can pick locks." [B][COLOR=#006400]Player1[/COLOR][/B]: "Go for it." [B][COLOR=#800080]Player3REF[/COLOR][/B]: "Is this thing well crafted or crude?" [B][COLOR=#800000]Describer[/COLOR][/B]: "Very well crafted." [B][COLOR=#800080]P3REF[/COLOR][/B]: "Well that sounds like it would have a difficult lock to pick. DC30 [COLOR=#0000cd][B]Player2[/B][/COLOR]: "I get started. It's not likely I'll get it, but I might" [B][COLOR=#800000]Describer[/COLOR][/B]: "As you begin picking the lock, the jaws of the face clamp shut!" [B][COLOR=#800080]P3REF[/COLOR][/B]: "You said this thing is pretty well crafted, so I'm thinking it's a trap with an attack bonus of +6" [B][COLOR=#800000]Describer[/COLOR][/B]: "Not a reflex save to get your hand out in time?" [B][COLOR=#800080]P3REF[/COLOR][/B]: "Nope, it's attacking. It gets a 22." [B][COLOR=#0000cd]Player2[/COLOR][/B]: "It got me..." [B][COLOR=#800000]Describer[/COLOR][/B]: "So not only does it hurt you, it's clamped down on your hand like a bear trap. And water starts pouring and spraying out of the mouth, nose and eyes of the statue down onto you." [B][COLOR=#800080]P3REF[/COLOR][/B]: "It's not trying to lop his hand off, but to hold him, So let's say d4 damage, 2. But your grabbed and it's very strong." [B][COLOR=#006400]Player1[/COLOR][/B]: "Wait a minute! Shouldn't we have gotten a perception check or something? This isn't fair!" [B][COLOR=#800080]P3REF[/COLOR][/B]: "The GM-Describer has all your passive skill levels so he can describe accordingly. You know we agreed that if you want a perception based roll, you need to ask for it or your passives stand." [COLOR=#0000cd][B]Player2[/B][/COLOR]: "Hey, doesn't Rufus have some sort of water breathing spell in case this place fills up too fast for me to escape?" [B][COLOR=#800080]P3REF[/COLOR][/B]: "Yeah. It's on a scroll. I get that out. Hey, just how fast is the water coming out?" [B][COLOR=#800000]Describer[/COLOR][/B]: "Very fast. it's just spraying out in a deluge. And given how low the opening was, he's crouched down as well." [B][COLOR=#800080]P3REF[/COLOR][/B]: "This room is tiny as well. I open the door." Describer: "It appears to have locked itself somehow." [B][COLOR=#0000ff]Player2[/COLOR][/B]: "Well, I better get escaping, I'm going to pull out an iron spike and try to pry the teeth apart." [B][COLOR=#006400]Player1[/COLOR][/B]: "I'll help as well. I'll do my best to stand and crouch in a way that keeps the water out of his face so he can see what he's doing." [/QUOTE]
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