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: 8968064" data-attributes="member: 6690965"><p>[USER=82106]@AbdulAlhazred[/USER] I did read through all that, but I don't think it's worth starting massive quotes back and forth, I think my earlier summation of how that conversation would go remains true. This is the only section where I think you pointed out a mechanic I didn't address that has some potential to improve the SC gameplay:</p><p></p><p>Adding individual failure options to skill checks does lead to non-trivial decisions, and would allow you to press more than one optimization case. It is precisely the need to write unique failure conditions for each instance you call for a SC that I would describe as "designing a custom game" however.</p><p></p><p></p><p></p><p>Yeah, [USER=71235]@niklinna[/USER] and [USER=29398]@Lanefan[/USER] got it right, though I actually think my late night usage isn't particularly clear. Your post focused on "winning" the encounter as the salient point, when the payoff I'm proposing has very little to do with the victory itself, so much as whether the board state was honest and I had the potential to try and advance a specific case.</p><p></p><p>It feels like you're focused on a concern about randomness running a solid risk of producing pretty garbage board states when it's not properly used in game design? Which I agree with, honestly. I frankly tend to prefer games with no randomness beyond setup, or strong mitigation or long enough play times to drive down variability and so on outside of TTRPGs. I just think it's a second-order concern. Like, in your examples, it sounded like you were proposing a new magic circle in the middle of the TTRPG, wherein a sleuthing game, or a climactic battle game would be played, and those would be separate games from the game being played before and should be considered as designs in their own right to produce satisfying results.</p><p></p><p>I'm making a case that the whole thing should be the one game, the whole time, and that snipping out a smaller segment and asking if that sub-game was interesting is missing the forest for the trees, because it's still part of the broader whole. The reward for a good plan is the plan working well, and if you're playing a game with a ton of variance, then sometimes it's going to work out to produce a stupid board state, but that's kind of fine if everyone knew that going in, or maybe a reminder that randomness is dangerous and we're probably too liberal with it in TTRPGs as it is.</p><p></p><p></p><p>My point was that a very small number of actions can produce staggeringly vast quantities of board states, and RPGs don't have a small number of actions. You can combine a basic skill system and general rules for object interactions into a ton of action choices, thus that your earlier criticism, that a GM serves no purpose is silly. You don't have to write that many rules to exceed the play space of most games.</p><p></p><p>My next point, using the short description of a wall, was that a simple description of a board state in a TTRPG creates an absurd amount of available actions. Between just the jump, climb, attack, object interaction and reach rules, before you start including PC special techniques, there's an absurd array of available action declarations that can all be resolved with a known, referenceable set of rules.</p><p></p><p>Unless they are physically unknowable, in that players do not have information about them, then yes, I absolutely think that. The whole point of the rules is to present that information to players. They should know (or be able to know) how the rules work. Ideally, they should be able to intuit reasonable courses of play even if they don't.</p><p></p><p>I'm pretty intentionally leaning into "these are games, here's what makes games interesting" to make my point here.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8968064, member: 6690965"] [USER=82106]@AbdulAlhazred[/USER] I did read through all that, but I don't think it's worth starting massive quotes back and forth, I think my earlier summation of how that conversation would go remains true. This is the only section where I think you pointed out a mechanic I didn't address that has some potential to improve the SC gameplay: Adding individual failure options to skill checks does lead to non-trivial decisions, and would allow you to press more than one optimization case. It is precisely the need to write unique failure conditions for each instance you call for a SC that I would describe as "designing a custom game" however. Yeah, [USER=71235]@niklinna[/USER] and [USER=29398]@Lanefan[/USER] got it right, though I actually think my late night usage isn't particularly clear. Your post focused on "winning" the encounter as the salient point, when the payoff I'm proposing has very little to do with the victory itself, so much as whether the board state was honest and I had the potential to try and advance a specific case. It feels like you're focused on a concern about randomness running a solid risk of producing pretty garbage board states when it's not properly used in game design? Which I agree with, honestly. I frankly tend to prefer games with no randomness beyond setup, or strong mitigation or long enough play times to drive down variability and so on outside of TTRPGs. I just think it's a second-order concern. Like, in your examples, it sounded like you were proposing a new magic circle in the middle of the TTRPG, wherein a sleuthing game, or a climactic battle game would be played, and those would be separate games from the game being played before and should be considered as designs in their own right to produce satisfying results. I'm making a case that the whole thing should be the one game, the whole time, and that snipping out a smaller segment and asking if that sub-game was interesting is missing the forest for the trees, because it's still part of the broader whole. The reward for a good plan is the plan working well, and if you're playing a game with a ton of variance, then sometimes it's going to work out to produce a stupid board state, but that's kind of fine if everyone knew that going in, or maybe a reminder that randomness is dangerous and we're probably too liberal with it in TTRPGs as it is. My point was that a very small number of actions can produce staggeringly vast quantities of board states, and RPGs don't have a small number of actions. You can combine a basic skill system and general rules for object interactions into a ton of action choices, thus that your earlier criticism, that a GM serves no purpose is silly. You don't have to write that many rules to exceed the play space of most games. My next point, using the short description of a wall, was that a simple description of a board state in a TTRPG creates an absurd amount of available actions. Between just the jump, climb, attack, object interaction and reach rules, before you start including PC special techniques, there's an absurd array of available action declarations that can all be resolved with a known, referenceable set of rules. Unless they are physically unknowable, in that players do not have information about them, then yes, I absolutely think that. The whole point of the rules is to present that information to players. They should know (or be able to know) how the rules work. Ideally, they should be able to intuit reasonable courses of play even if they don't. I'm pretty intentionally leaning into "these are games, here's what makes games interesting" to make my point here. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Of Mooks, Plot Armor, and ttRPGs
Top