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
*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
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="Pedantic" data-source="post: 8966185" data-attributes="member: 6690965"><p>We agree here! I'm just very sad at how much easier it is to pay for crunchy design work in a cardboard box to be enjoyed over 2-6 hours, than it is to pay for crunchy design work in some books to be enjoyed over a year. I will 100% pay the Kingdom Death prices, even without the miniatures if someone would just do all the mind-number design work for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>This is cool! You're systematizing something I used to throw out in the uh...I cannot remember the term we settled on, the MMI discussions, where you specifically provide the consequences of a course of action and/or the odds (or means to calculate the odds) when a player proposes a course of action. I was throwing it out there as a crazy thing to do in response to every player declaration, but if that's the core game loop and baked in to action declaration, it's a lot clearer.</p><p></p><p>My only concern there is that players can only see consequences one declaration into the future, which has some warping effects on how they plan things. I count it as an advantage of a specified DC system that players know the total scope of all possible results of an action, but not how those results will play out in situ, on the current board. That, and personally, I much prefer that experts break the RNG for some rolls at some point, but that doesn't really work in a system like this where skills don't have variable difficulty tasks assigned to them. Really, my preferred system gives players lots and lots of techniques under the guise of skills, and then offers a push your luck mechanism to reach for stuff you haven't unlocked yet.</p><p></p><p>Yes, but I don't even think it's malicious, it's just hard to play a game with an unknowable board. An unknown board is doable, but the fact that it can and will change, and in ways that aren't necessarily divinable from the outset (presumably they can be inferred to some degree from the fiction, but I'd rather they be specified by it) struggles to hold form as a game for me. It sounds like you're using clocks to delay the onset of lots of consequences happening, which is an interesting solution I need to think about.</p><p></p><p></p><p>This is very much where my sim credentials fall down. I love littering my wholly complete, self-contained worlds with all kind of surprisingly level appropriate problems, admittedly mixed in with whatever else you know, should be there. If my PCs get any advantage over the "average" adventurer, it's that they're lucky enough to rarely find themselves in environments entirely lacking something within their paygrade.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8966185, member: 6690965"] We agree here! I'm just very sad at how much easier it is to pay for crunchy design work in a cardboard box to be enjoyed over 2-6 hours, than it is to pay for crunchy design work in some books to be enjoyed over a year. I will 100% pay the Kingdom Death prices, even without the miniatures if someone would just do all the mind-number design work for me. :p This is cool! You're systematizing something I used to throw out in the uh...I cannot remember the term we settled on, the MMI discussions, where you specifically provide the consequences of a course of action and/or the odds (or means to calculate the odds) when a player proposes a course of action. I was throwing it out there as a crazy thing to do in response to every player declaration, but if that's the core game loop and baked in to action declaration, it's a lot clearer. My only concern there is that players can only see consequences one declaration into the future, which has some warping effects on how they plan things. I count it as an advantage of a specified DC system that players know the total scope of all possible results of an action, but not how those results will play out in situ, on the current board. That, and personally, I much prefer that experts break the RNG for some rolls at some point, but that doesn't really work in a system like this where skills don't have variable difficulty tasks assigned to them. Really, my preferred system gives players lots and lots of techniques under the guise of skills, and then offers a push your luck mechanism to reach for stuff you haven't unlocked yet. Yes, but I don't even think it's malicious, it's just hard to play a game with an unknowable board. An unknown board is doable, but the fact that it can and will change, and in ways that aren't necessarily divinable from the outset (presumably they can be inferred to some degree from the fiction, but I'd rather they be specified by it) struggles to hold form as a game for me. It sounds like you're using clocks to delay the onset of lots of consequences happening, which is an interesting solution I need to think about. This is very much where my sim credentials fall down. I love littering my wholly complete, self-contained worlds with all kind of surprisingly level appropriate problems, admittedly mixed in with whatever else you know, should be there. If my PCs get any advantage over the "average" adventurer, it's that they're lucky enough to rarely find themselves in environments entirely lacking something within their paygrade. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
Top