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
*Pathfinder & Starfinder
Mearls' "Stop, Thief!" Article
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="Balesir" data-source="post: 5576772" data-attributes="member: 27160"><p>Not quite entirely what I said <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>I originally said one other thing and I now can think of a third. The original "extra gamist element" was the "step on up" aspects surrounding extended rests. I think the capacity to have the players decide just how many encounters they will tackle before replenishing resources is an important "dare you" element - our run this weekend showed it off quite well. Due to an enemy raid on the inn the party were resting in after an intentionally "stretched" day, one player character began the raid encounter with 1 hp and no healing surges. I (as DM) gave him a squad of (minion) guards that the townspeople had assigned to protect the sleeping heroes to play in the encounter (as well as his somewhat depleted character). Upon realising that "hey, I am the same as them - I am a minion!" another player helpfully pointed out that, in fact, he was worse, since a miss never damages a minion...</p><p></p><p>The second aspect that I think supports a "gamist" style is the way in which 4E can <em>reward</em> tactical play. What I mean, here, is not the commonly quoted mirror of "you need good tactics or you die", but rather that good tactics can give rewarding moments - moments when the other players go "ooooh - neat!" or "oooh - that's gonna smart!" The players in our game have got pretty good at creating "gotcha!" situations for monsters; the point of several "optimiser" builds I see is also to create impressive "nova" results. The real "reward", here, I think is not so much the damage done in the encounter (although, obviously, that's nice, too), but the kudos gained from other players seeing the neat moves pulled off. The explicit rules of 4E (as opposed to page 42) play to this particularly, I think, because the results are achieved not through persuasion (or even entertainment) of the DM, but through the simple logic of the game rules. 4E play in our group is replete with these "gotcha!" moments. Since the players (including the DM - the monsters can play the same game!) explicitly get kudos for tactical play, I recognise this absolutely as "gamist" support.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5576772, member: 27160"] Not quite entirely what I said ;) I originally said one other thing and I now can think of a third. The original "extra gamist element" was the "step on up" aspects surrounding extended rests. I think the capacity to have the players decide just how many encounters they will tackle before replenishing resources is an important "dare you" element - our run this weekend showed it off quite well. Due to an enemy raid on the inn the party were resting in after an intentionally "stretched" day, one player character began the raid encounter with 1 hp and no healing surges. I (as DM) gave him a squad of (minion) guards that the townspeople had assigned to protect the sleeping heroes to play in the encounter (as well as his somewhat depleted character). Upon realising that "hey, I am the same as them - I am a minion!" another player helpfully pointed out that, in fact, he was worse, since a miss never damages a minion... The second aspect that I think supports a "gamist" style is the way in which 4E can [I]reward[/I] tactical play. What I mean, here, is not the commonly quoted mirror of "you need good tactics or you die", but rather that good tactics can give rewarding moments - moments when the other players go "ooooh - neat!" or "oooh - that's gonna smart!" The players in our game have got pretty good at creating "gotcha!" situations for monsters; the point of several "optimiser" builds I see is also to create impressive "nova" results. The real "reward", here, I think is not so much the damage done in the encounter (although, obviously, that's nice, too), but the kudos gained from other players seeing the neat moves pulled off. The explicit rules of 4E (as opposed to page 42) play to this particularly, I think, because the results are achieved not through persuasion (or even entertainment) of the DM, but through the simple logic of the game rules. 4E play in our group is replete with these "gotcha!" moments. Since the players (including the DM - the monsters can play the same game!) explicitly get kudos for tactical play, I recognise this absolutely as "gamist" support. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mearls' "Stop, Thief!" Article
Top