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="Clint_L" data-source="post: 9624153" data-attributes="member: 7035894"><p>If the DM's only goal is to defeat and foil the players, period, then they can do that. A meteor falls from the sky and squashes the party. Done. Oops, behind that door was a ray of instant death trap. Done. (Now I think about it, the original <em>Tomb of Horrors</em> kinda did that stuff). So obviously Mearls isn't suggesting that the DM should do whatever they want to defeat and foil the players. It only makes sense if interpreted in the context of gameplay.</p><p></p><p>When you look at what Mearls has written and contributed to, he clearly values balanced game design. When you watch actual play of him running games, he isn't a moustache-twirling super villain out to torment his players. Everyone is clearly having a good time. All he is describing is the attitude the DM should take with regards to their role as adversary. Every story needs adversaries, and when you are DMing, that is your job. In fairness to your players, you should do it as well as you can <em>within the context of the story</em>, a story that you have designed as a challenge, but a beatable challenge.</p><p></p><p>So you set up some adventure, like all DM's do. When you're doing it, you're taking into account party level, composition, player ability, etc. (assuming you're a good DM; Mearls is a very good and experienced DM and there is lots of video you can watch of him). At this point, you're not doing everything you can to defeat and foil the players, or all your games would be five minutes long and no one would want to play. No, you're trying for a challenge that your players will probably defeat, but you do want there to be some risk (and the degree of challenge and consequences for failure can vary widely; this is a good thing to discuss at Session 0, which Mearls strongly advocates).</p><p></p><p>So now it's time to play the game. At this point, you are the fair arbiter of the rules, and you are working with the players to build the story by roleplaying the entire rest of the world. And when combat happens, it is your job to put yourself in the shoes of the antagonists and do your best to be true to their perspective. If you're a bunch of goblins setting an ambush, be the best goblin ambushers you can be and try to take the party out! If you're an ancient dragon defending your hoard, try to catch as many of them in your breath weapon as you can! If you're a successful merchant, haggle hard! And so on.</p><p></p><p>That doesn't necessarily mean that mobs all become psychotic berserkers, though. Sometimes, foiling the party means that the BBEG does the smart thing and tries to escape once the situation goes south, and now it is up to the players to catch them. And sometimes, it means being ruthless and attacking a PC while they're down, potentially finishing them off if that is what makes sense for the BBEG in context.</p><p></p><p>I think Matt Mercer epitomizes this approach to DMing - I don't think anyone sees him as an adversarial DM, but once combat starts the gloves are off, and he plays his mobs with every bit of cleverness he can, in context. He does not take it easy on his players...and they love him for it. Because he respects their gameplay enough to know that they can handle it.</p><p></p><p>That's all Mearls is saying: when the gloves are off, respect your players by doing your best to beat them. Then when they win, as they usually do, it will feel a lot more rewarding.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9624153, member: 7035894"] If the DM's only goal is to defeat and foil the players, period, then they can do that. A meteor falls from the sky and squashes the party. Done. Oops, behind that door was a ray of instant death trap. Done. (Now I think about it, the original [I]Tomb of Horrors[/I] kinda did that stuff). So obviously Mearls isn't suggesting that the DM should do whatever they want to defeat and foil the players. It only makes sense if interpreted in the context of gameplay. When you look at what Mearls has written and contributed to, he clearly values balanced game design. When you watch actual play of him running games, he isn't a moustache-twirling super villain out to torment his players. Everyone is clearly having a good time. All he is describing is the attitude the DM should take with regards to their role as adversary. Every story needs adversaries, and when you are DMing, that is your job. In fairness to your players, you should do it as well as you can [I]within the context of the story[/I], a story that you have designed as a challenge, but a beatable challenge. So you set up some adventure, like all DM's do. When you're doing it, you're taking into account party level, composition, player ability, etc. (assuming you're a good DM; Mearls is a very good and experienced DM and there is lots of video you can watch of him). At this point, you're not doing everything you can to defeat and foil the players, or all your games would be five minutes long and no one would want to play. No, you're trying for a challenge that your players will probably defeat, but you do want there to be some risk (and the degree of challenge and consequences for failure can vary widely; this is a good thing to discuss at Session 0, which Mearls strongly advocates). So now it's time to play the game. At this point, you are the fair arbiter of the rules, and you are working with the players to build the story by roleplaying the entire rest of the world. And when combat happens, it is your job to put yourself in the shoes of the antagonists and do your best to be true to their perspective. If you're a bunch of goblins setting an ambush, be the best goblin ambushers you can be and try to take the party out! If you're an ancient dragon defending your hoard, try to catch as many of them in your breath weapon as you can! If you're a successful merchant, haggle hard! And so on. That doesn't necessarily mean that mobs all become psychotic berserkers, though. Sometimes, foiling the party means that the BBEG does the smart thing and tries to escape once the situation goes south, and now it is up to the players to catch them. And sometimes, it means being ruthless and attacking a PC while they're down, potentially finishing them off if that is what makes sense for the BBEG in context. I think Matt Mercer epitomizes this approach to DMing - I don't think anyone sees him as an adversarial DM, but once combat starts the gloves are off, and he plays his mobs with every bit of cleverness he can, in context. He does not take it easy on his players...and they love him for it. Because he respects their gameplay enough to know that they can handle it. That's all Mearls is saying: when the gloves are off, respect your players by doing your best to beat them. Then when they win, as they usually do, it will feel a lot more rewarding. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls: "D&D Is Uncool Again"
Top