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
*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
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="EzekielRaiden" data-source="post: 9790420" data-attributes="member: 6790260"><p>Plus, let us point out the rhetorical trickery employed here. (Note that I am arguing to the thread at large; I know <em>you</em> don't need to hear this.)</p><p></p><p>"Tough. Not evryone [sic] is going to be involved every moment, fact of life."</p><p></p><p>What does that actually mean? "You won't be involved in every single moment." A pretty milquetoast thing. There will be some number of moments where you aren't involved.</p><p></p><p>But what is that being used to <em>claim?</em> "You not being involved for long stretches of time is completely okay." No! No it is not! And that's a <em>completely different statement</em> from the previous one, not at all justified by the rather banal fact that moments where you aren't directly involved sometimes happen.</p><p></p><p>Hard lockouts for extended periods of time should be <em>rare</em>. When they come up, there should be things players can do about them--just as there should be things opponents can do about them. Players should not be pulling out their phones while they wait for something interesting that might actually involve them this time. That, too, is a <em>fact of life</em>. Boring your audience in the long stretches between things relevant to them is bad.</p><p></p><p>Plus? Realism is only one element of game design, and it is not the most salient in all parts of things. Realism requires that every character relieve themselves on the regular. Does that mean we force heavily-armored characters to doff all their armor three to six times a day to go piddle in a hole? Does that mean we expect players to have a plan for digging out a latrine hole every time they make camp, and how to cover it again every time they break camp? I should think no one in this forum would say "yes" to those questions. Realism is good when it provides useful or beneficial things, like making the experience feel more vivid and tangible. But being realistic is not the end-all, be-all of game design.</p><p></p><p>So whether or not "not everyone is going to be involved every moment" is a "fact of life" is not, in and of itself, the reason to do something. People cannot make <em>fireballs</em> appear by doing a hand jive and chanting while holding a ball of bat poop and sulfur. <em>Fact of life</em>. And yet we have characters in-game who can do precisely that. Being a fact of life <em>isn't enough</em>, even if the underlying argument were sound to begin with.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9790420, member: 6790260"] Plus, let us point out the rhetorical trickery employed here. (Note that I am arguing to the thread at large; I know [I]you[/I] don't need to hear this.) "Tough. Not evryone [sic] is going to be involved every moment, fact of life." What does that actually mean? "You won't be involved in every single moment." A pretty milquetoast thing. There will be some number of moments where you aren't involved. But what is that being used to [I]claim?[/I] "You not being involved for long stretches of time is completely okay." No! No it is not! And that's a [I]completely different statement[/I] from the previous one, not at all justified by the rather banal fact that moments where you aren't directly involved sometimes happen. Hard lockouts for extended periods of time should be [I]rare[/I]. When they come up, there should be things players can do about them--just as there should be things opponents can do about them. Players should not be pulling out their phones while they wait for something interesting that might actually involve them this time. That, too, is a [I]fact of life[/I]. Boring your audience in the long stretches between things relevant to them is bad. Plus? Realism is only one element of game design, and it is not the most salient in all parts of things. Realism requires that every character relieve themselves on the regular. Does that mean we force heavily-armored characters to doff all their armor three to six times a day to go piddle in a hole? Does that mean we expect players to have a plan for digging out a latrine hole every time they make camp, and how to cover it again every time they break camp? I should think no one in this forum would say "yes" to those questions. Realism is good when it provides useful or beneficial things, like making the experience feel more vivid and tangible. But being realistic is not the end-all, be-all of game design. So whether or not "not everyone is going to be involved every moment" is a "fact of life" is not, in and of itself, the reason to do something. People cannot make [I]fireballs[/I] appear by doing a hand jive and chanting while holding a ball of bat poop and sulfur. [I]Fact of life[/I]. And yet we have characters in-game who can do precisely that. Being a fact of life [I]isn't enough[/I], even if the underlying argument were sound to begin with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls says control spells are ruining 5th Edition
Top