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
Minion Fist Fights
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="pemerton" data-source="post: 4224054" data-attributes="member: 42582"><p>Agreed. Playability requires consistent application of the rules. 4e seems intended to deliver this - the PCs' actions will be resolved by the consistent application of the appropriate ruleset.</p><p></p><p>In an RPG it may often also require consistency in the gameworld. 4e mechanics do not preclude this, <em>provided</em> that it is understood by all at the table that the mechanics are not intended to model the gameworld.</p><p></p><p>As to how to assure consistency in the gameworld, read on!</p><p></p><p></p><p>The rules of the game tell us how to decide that. Depending on what those rules are, the GM might get to say, or the player might, or some sort of negotiation might be required.</p><p></p><p>Most of the time in my experience it is fairly obvious - if the GM says "Cresting the hill you see a castle" or "Your well-timed blow cuts the orc in two" you know what's going on. If you hit and crit what you're pretty sure is a minion, while using a power that let's you take an extra shift if you foe drops, you say "I duck under its blow and stab it in the chest while rushing past". If you've made a mistake, and it's not a minion at all, the GM can reply "With a grunt of exertion the orc parries your blow. The force of the impact stops you in your tracks." And then, to steal from someone upstead, you respond "At last! A worthy foe!"</p><p></p><p>There can be tricky cases, I concede. These can also arise in simulationist play, if the detail delivered by the mechanics is insufficiently fine or incomplete. I general, be guided by the rules - if the rules tell you that a certain outcome is still possible (eg you're only at the 3rd of 4 required successes for a skill challenge, or a foe still has hit points remaining) then don't describe things in such a way that the outcome in question is rule out.</p><p></p><p></p><p>I don't have any suggestion as to how to play an RPGA game, in 4th ed or any other edition. When I've played convention games it's generally been for fun, and so I follow the GM's lead but make my own contributions when it seems appropriate.</p><p></p><p>If RPGA play is primarily for points (is that the case?) then I would have thought that a good knowledge of the rules, rather than a good grasp of the narrative intricacies of the gameworld, would be the most important thing.</p><p></p><p>If the concern is that non-simulationist games will suck if GMed in an adversarial manner, no doubt that is probably true. If the GM won't let the players participate in shaping the gameworld, and then turns around and used it as a stick to beat them over the head with, players won't have a good time of it. But I think 4e is designed under the assumption that the GM is non-abusive. And unlike earlier editions of D&D (especially AD&D) it won't need to include the sort of GMing advice that is prone to produce abusive GMing. I expect the 4e DMG to read in many ways like the rulebooks for HeroWars or The Dying Earth, and nothing like the 1st ed DMG.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4224054, member: 42582"] Agreed. Playability requires consistent application of the rules. 4e seems intended to deliver this - the PCs' actions will be resolved by the consistent application of the appropriate ruleset. In an RPG it may often also require consistency in the gameworld. 4e mechanics do not preclude this, [i]provided[/i] that it is understood by all at the table that the mechanics are not intended to model the gameworld. As to how to assure consistency in the gameworld, read on! The rules of the game tell us how to decide that. Depending on what those rules are, the GM might get to say, or the player might, or some sort of negotiation might be required. Most of the time in my experience it is fairly obvious - if the GM says "Cresting the hill you see a castle" or "Your well-timed blow cuts the orc in two" you know what's going on. If you hit and crit what you're pretty sure is a minion, while using a power that let's you take an extra shift if you foe drops, you say "I duck under its blow and stab it in the chest while rushing past". If you've made a mistake, and it's not a minion at all, the GM can reply "With a grunt of exertion the orc parries your blow. The force of the impact stops you in your tracks." And then, to steal from someone upstead, you respond "At last! A worthy foe!" There can be tricky cases, I concede. These can also arise in simulationist play, if the detail delivered by the mechanics is insufficiently fine or incomplete. I general, be guided by the rules - if the rules tell you that a certain outcome is still possible (eg you're only at the 3rd of 4 required successes for a skill challenge, or a foe still has hit points remaining) then don't describe things in such a way that the outcome in question is rule out. I don't have any suggestion as to how to play an RPGA game, in 4th ed or any other edition. When I've played convention games it's generally been for fun, and so I follow the GM's lead but make my own contributions when it seems appropriate. If RPGA play is primarily for points (is that the case?) then I would have thought that a good knowledge of the rules, rather than a good grasp of the narrative intricacies of the gameworld, would be the most important thing. If the concern is that non-simulationist games will suck if GMed in an adversarial manner, no doubt that is probably true. If the GM won't let the players participate in shaping the gameworld, and then turns around and used it as a stick to beat them over the head with, players won't have a good time of it. But I think 4e is designed under the assumption that the GM is non-abusive. And unlike earlier editions of D&D (especially AD&D) it won't need to include the sort of GMing advice that is prone to produce abusive GMing. I expect the 4e DMG to read in many ways like the rulebooks for HeroWars or The Dying Earth, and nothing like the 1st ed DMG. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minion Fist Fights
Top