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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls: "D&D Is Uncool Again"
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="Faolyn" data-source="post: 9622725" data-attributes="member: 6915329"><p>See, here's where you (both you specifically and you generically) are confusing some words. </p><p></p><p>For me, personally, my goal as a GM isn't to defeat the PCs. Even without GM fiat, it's <em>really simple </em>to use even a PC-friendly system like 5e to kill the PCs. Don't let the PCs get a long rest by bombarding them with disruptive monster attacks in the night. Don't let the PCs actually be able to get close to the monsters; give the monsters long-range attacks and have them fight from locations the PCs can't get to, like the air. Or have monsters attack the PCs when they have no ability to move around, like when they're climbing up a cliff. Give monsters class levels and abilities. Tucker's Kobolds showed how deadly even minor monsters could be if run cleverly, and in 5e, bounded accuracy means that those kobolds would still be dangerous at higher levels. </p><p></p><p>Or, as with Mearls' post, give the foe a vorpal sword, a minimum of three attacks in one turn, and have them presumably make three <em>exceptionally good</em> die rolls in that one turn. </p><p></p><p>So my goal as a GM isn't to <em>defeat </em>the PCs<em>, </em>because that's simple, but to provide fun challenges. That's the difference between a defeat and a challenge--defeat <em>means </em>to end, to destroy, to beat. But with a <em>challenge</em>, success is also a possibility. And don't forget, what Mearls said made that con game so good is the terrible setbacks the PCs dealt with, <em>specifically </em>decapitating three PCs in a single turn, with presumably no defense or save against it. In other words, by GM fiat (since he gave the foe the sword in the first place), the thing he said a system should try to replace.</p><p></p><p>My gnolls aren't going to just stand there handing out XP[1]; they're going to act as intelligently as they're capable of, because they want to survive. But that's not the same thing as me wanting to defeat the players because that's the primary or only way to make the game interesting, exciting, or memorable. And me not wanting to defeat the players also opens up other possibilities, such as the players deciding to try negotiating.[2]</p><p></p><p><span style="font-size: 12px">[1] Not that anyone at my table wants XP for killing; we all hate that. We do milestone/story progression for D&D.</span></p><p><span style="font-size: 12px">[2] My table hates gnolls as demonic murder-machines, and we also hate also-evil races, which means if gnolls are attacking, they have a reason. But that's besides the point; I'm including this note to avoid gnoll-related tangents.</span></p><p></p><p>As a note, I find this whole thing really funny because it started simply because I said that I found removing the constant threat of death (my D&D party has a grave cleric, hence ranged <em>spare the dying</em>) made me <em>more </em>willing to take risks and do cooler things, since I don't have to constantly play conservatively out of fear of perma-death. Whereas Mearls, and some other people on this thread, find that sort of play to be a waste of time. Or as Scribe said--hopefully a joke--a "failure of society."</p><p></p><p>As another note, I shouldn't have to read an entire person's body of works to "interpret" what he's saying. Mearl is an accomplished writer, which means he should know how to write clearly. And I'm <em>not </em>talking about his tweet, which allows for a very limited number of characters. I'm talking about his post in this thread, on page 100.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9622725, member: 6915329"] See, here's where you (both you specifically and you generically) are confusing some words. For me, personally, my goal as a GM isn't to defeat the PCs. Even without GM fiat, it's [I]really simple [/I]to use even a PC-friendly system like 5e to kill the PCs. Don't let the PCs get a long rest by bombarding them with disruptive monster attacks in the night. Don't let the PCs actually be able to get close to the monsters; give the monsters long-range attacks and have them fight from locations the PCs can't get to, like the air. Or have monsters attack the PCs when they have no ability to move around, like when they're climbing up a cliff. Give monsters class levels and abilities. Tucker's Kobolds showed how deadly even minor monsters could be if run cleverly, and in 5e, bounded accuracy means that those kobolds would still be dangerous at higher levels. Or, as with Mearls' post, give the foe a vorpal sword, a minimum of three attacks in one turn, and have them presumably make three [I]exceptionally good[/I] die rolls in that one turn. So my goal as a GM isn't to [I]defeat [/I]the PCs[I], [/I]because that's simple,[I] [/I]but to provide fun challenges. That's the difference between a defeat and a challenge--defeat [I]means [/I]to end, to destroy, to beat. But with a [I]challenge[/I], success is also a possibility. And don't forget, what Mearls said made that con game so good is the terrible setbacks the PCs dealt with, [I]specifically [/I]decapitating three PCs in a single turn, with presumably no defense or save against it. In other words, by GM fiat (since he gave the foe the sword in the first place), the thing he said a system should try to replace. My gnolls aren't going to just stand there handing out XP[1]; they're going to act as intelligently as they're capable of, because they want to survive. But that's not the same thing as me wanting to defeat the players because that's the primary or only way to make the game interesting, exciting, or memorable. And me not wanting to defeat the players also opens up other possibilities, such as the players deciding to try negotiating.[2] [SIZE=3][1] Not that anyone at my table wants XP for killing; we all hate that. We do milestone/story progression for D&D. [2] My table hates gnolls as demonic murder-machines, and we also hate also-evil races, which means if gnolls are attacking, they have a reason. But that's besides the point; I'm including this note to avoid gnoll-related tangents.[/SIZE] As a note, I find this whole thing really funny because it started simply because I said that I found removing the constant threat of death (my D&D party has a grave cleric, hence ranged [I]spare the dying[/I]) made me [I]more [/I]willing to take risks and do cooler things, since I don't have to constantly play conservatively out of fear of perma-death. Whereas Mearls, and some other people on this thread, find that sort of play to be a waste of time. Or as Scribe said--hopefully a joke--a "failure of society." As another note, I shouldn't have to read an entire person's body of works to "interpret" what he's saying. Mearl is an accomplished writer, which means he should know how to write clearly. And I'm [I]not [/I]talking about his tweet, which allows for a very limited number of characters. I'm talking about his post in this thread, on page 100. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls: "D&D Is Uncool Again"
Top