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
Mulitple Encounter Experience Multiplier
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="The Crimson Binome" data-source="post: 6690836" data-attributes="member: 6775031"><p>There are known unknowns, and there are unknown unknowns. The players may not know that there's a Balor on the other side of the castle, or even what a Balor is capable of, but they <em>should</em> know that getting plenty of rest is an important part of staying alive. If challenging yourself and not playing it safe is an important part of learning, then they should know that as well.</p><p></p><p>There's a lot that they don't know, but they <em>know</em> that they don't know it, and they can make decisions based on that fact. For everything that they do know, though, it should reflect the reality of the game world - especially when it involves variables that they can observe and verify experimentally. (If I used my rule, but didn't tell them about it, then they would eventually figure it out anyway.)</p><p></p><p>This is a role-playing game. I don't exist. The players don't exist either. All that exists is the game world, and the characters within that world. Nobody is gaming anything. Meta-gaming is expressly forbidden, unless there is overwhelming justification (such as bringing in a new character, where the player would otherwise be sidelined for hours on end).</p><p></p><p>My job, as a designer of that game world, is to create in such a way that the characters exploring the world will engage in interesting events and make interesting decisions. I'm designing a physics engine for how objects interact with each other. I think that a physics engine that ties learning to the number of challenges overcome in a day - to represent the increased difficulty of sequential challenges - is a good model that will make for more interesting decisions and create a more interesting story in the end.</p><p></p><p>Your suggestion of side-quests, where the characters are presented with multiple objectives to complete at once such that resting would require backtracking and would be discouraged, is a good suggestion. I thank you for that.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6690836, member: 6775031"] There are known unknowns, and there are unknown unknowns. The players may not know that there's a Balor on the other side of the castle, or even what a Balor is capable of, but they [I]should[/I] know that getting plenty of rest is an important part of staying alive. If challenging yourself and not playing it safe is an important part of learning, then they should know that as well. There's a lot that they don't know, but they [I]know[/I] that they don't know it, and they can make decisions based on that fact. For everything that they do know, though, it should reflect the reality of the game world - especially when it involves variables that they can observe and verify experimentally. (If I used my rule, but didn't tell them about it, then they would eventually figure it out anyway.) This is a role-playing game. I don't exist. The players don't exist either. All that exists is the game world, and the characters within that world. Nobody is gaming anything. Meta-gaming is expressly forbidden, unless there is overwhelming justification (such as bringing in a new character, where the player would otherwise be sidelined for hours on end). My job, as a designer of that game world, is to create in such a way that the characters exploring the world will engage in interesting events and make interesting decisions. I'm designing a physics engine for how objects interact with each other. I think that a physics engine that ties learning to the number of challenges overcome in a day - to represent the increased difficulty of sequential challenges - is a good model that will make for more interesting decisions and create a more interesting story in the end. Your suggestion of side-quests, where the characters are presented with multiple objectives to complete at once such that resting would require backtracking and would be discouraged, is a good suggestion. I thank you for that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mulitple Encounter Experience Multiplier
Top