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
Mearls: The core of D&D
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="Raven Crowking" data-source="post: 5604885" data-attributes="member: 18280"><p>Beats the heck out of me; I neither wrote nor read that piece. My only concern here is the cause of the 15-minute adventuring day....what contributes to it, what does not. What claim is The Alexandrian making? I'll be glad to throw my $.02 in. I might even agree with you! EDIT: See next post.</p><p></p><p></p><p></p><p>Back up, there. You just took another leap.</p><p> </p><p>The 15-minute adventuring day can exist without "automatically replenish[ing] everything at the end of each fight." It exists because of factors, as described above, which make replenishing automatically the smart move after each fight. It is not necessary that everything be replenished; nor does it need to be after each fight. You could have a 15-minute adventuring day, for example, by resting after every two fights. Or by replenishing only spells, only healing surges, only hit points, or whatever.</p><p></p><p>The key points are (1) something to replenish which makes winning more certain (or, at the very least, mitigates against losing), (2) no consequences for replenishing this thing (which means that all the consequences fall on the "not replenishing" side) and (3) that the first two factors be clear enough that the players understand them.</p><p></p><p></p><p></p><p>I'm puzzled as to where this comes from. Whatever makes you think I hold this position? </p><p></p><p>It should be painfully obvious that, when raiding an active location, factors can prevent resting that would not be present in, say, the Tomb of Eternal Traps Without Wandering Monsters. </p><p></p><p>Since the factors I site can be present in some cases, but not others, then it makes no sense at all to assume that the consequence of those factors is "either omnipresent or non-existent".</p><p></p><p></p><p></p><p>Huh.</p><p></p><p>Are you actually saying that you don't see the relationship between what the GM offers, in terms of context and consequence, and what the players choose to do?</p><p></p><p>Everyone at the table has an equal stake in making the game fun. Everyone has to contribute. </p><p></p><p>But the GM sets the conditions under which the players operate; his decisions largely determine what sort of choices will be rewarded in the game setting. The GM's decisions also largely determine what sort of choices will be punished. The range between these two -- between automatically knowing that X will work or Y will fail -- is the range of interesting/meaningful choices in the game.</p><p></p><p>This is no different than putting on a heavy coat in the winter. You may say that there is a world of difference between the coat-wearer's choice and the action of the sub-zero weather....but I say that one is a direct and obvious result of the other.</p><p></p><p>And, before someone feels the need to point out the obvious....yes, player input has a direct impact on the conditions set by the GM. But, that doesn't have any bearing on the fundamental point: The GM sets the context, the GM sets the consequences, and the players make choices within that paradigm.</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5604885, member: 18280"] Beats the heck out of me; I neither wrote nor read that piece. My only concern here is the cause of the 15-minute adventuring day....what contributes to it, what does not. What claim is The Alexandrian making? I'll be glad to throw my $.02 in. I might even agree with you! EDIT: See next post. Back up, there. You just took another leap. The 15-minute adventuring day can exist without "automatically replenish[ing] everything at the end of each fight." It exists because of factors, as described above, which make replenishing automatically the smart move after each fight. It is not necessary that everything be replenished; nor does it need to be after each fight. You could have a 15-minute adventuring day, for example, by resting after every two fights. Or by replenishing only spells, only healing surges, only hit points, or whatever. The key points are (1) something to replenish which makes winning more certain (or, at the very least, mitigates against losing), (2) no consequences for replenishing this thing (which means that all the consequences fall on the "not replenishing" side) and (3) that the first two factors be clear enough that the players understand them. I'm puzzled as to where this comes from. Whatever makes you think I hold this position? It should be painfully obvious that, when raiding an active location, factors can prevent resting that would not be present in, say, the Tomb of Eternal Traps Without Wandering Monsters. Since the factors I site can be present in some cases, but not others, then it makes no sense at all to assume that the consequence of those factors is "either omnipresent or non-existent". Huh. Are you actually saying that you don't see the relationship between what the GM offers, in terms of context and consequence, and what the players choose to do? Everyone at the table has an equal stake in making the game fun. Everyone has to contribute. But the GM sets the conditions under which the players operate; his decisions largely determine what sort of choices will be rewarded in the game setting. The GM's decisions also largely determine what sort of choices will be punished. The range between these two -- between automatically knowing that X will work or Y will fail -- is the range of interesting/meaningful choices in the game. This is no different than putting on a heavy coat in the winter. You may say that there is a world of difference between the coat-wearer's choice and the action of the sub-zero weather....but I say that one is a direct and obvious result of the other. And, before someone feels the need to point out the obvious....yes, player input has a direct impact on the conditions set by the GM. But, that doesn't have any bearing on the fundamental point: The GM sets the context, the GM sets the consequences, and the players make choices within that paradigm. RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mearls: The core of D&D
Top