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
On Grognardism...
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="Ifurita'sFan" data-source="post: 8395973" data-attributes="member: 57656"><p>Precisely. It's meant in a more metaphorical way.</p><p></p><p>In part, yes.</p><p></p><p>I was trying to emphasize that it's not what is executed in the rules, but where the design of the game chooses NOT to lay down rules. Rules are frequently the death of imagination imo, and when there are gaps, you are encouraged to fill them in with imagination</p><p></p><p>If you deliberately avoid creating rules for something, that is a design decision just like creating a rule is. (Some might argue that failing to include a rule is an accidental gap, I tend to point to the fact that in 1e they had optional rules for all sorts of things, from detecting invisibility to aerial manuverabilty, that could be taken to ridiculous levels of scrutiny, and ask "If they went this far, do you really think they simply forgot?)</p><p></p><p>To me, the genius and the feel of the older edition is about what they consciously chose to stay silent on, and that silence is what makes it better. They could have created rules like "If you want to tell if an npc is lying to you, roll a d20 and roll below your wisdom stat and use such and such a modifier, or consult table 51p and roll percentile dice and modify as listed in subsection c. " endlessly, but they did not. They knew that by staying silent, they made it ambiguous and forced you to tread those grounds yourself. How do you tell if the DM's npc is lying to you? Maybe by investigating them? Maybe by charisma? Wisdom? Intelligence? A combination of all or none of these things? Who knows. That right there makes you speculate and invent, and use your imagination. And to me that's the name of the game here.</p><p></p><p>And for anyone that disagrees with my silence point, I counter with this.</p><p></p><p>The world's most elegant woman, Coco Chanel, was said to have advised the following when dressing with accessories: “<strong>Before you leave the house, look in the mirror and take one thing off</strong>.” Meaning that by consciously removing that one accessory, you didn't look "made up" you looked fresh and like you were not deliberately trying to pull of a certain fashion look and that you looked disarmingly unprepared, you broke the rules just a little bit, you just "were" as you were, chic. You didn't need to be prepared for every eventuality.</p><p></p><p>Likewise, Hitchcock, perhaps one of the greatest directors of all time didn't show us the murder in the shower in Psycho, why? Because he deliberately didn't. He was conspicuously silent on that murder visually. He let us fill in the blanks ourselves, because it forced us to use our imagination with what scared us the most out of all the possible bad results.</p><p></p><p>Artists use negative space to evoke and force the observer to engage and create in their own head. Negative space, or in this case, negative rules, do the same thing.</p><p></p><p>The old adage of "less is more" was true then and it's true now. Sure there are a lot of specific rules in AD&D, but most of them are "use them or not" type of rules. You can choose to ignore them at ease and it even encourages you to, Gary said that these are guidelines. Not so with later versions. Imagine for example if you cut out feats from 3.x and up. How do you think that your players would respond?</p><p></p><p>I think a well designed game knows when to talk and give guidelines, and when to stay conspicuously silent and let the DM and his players figure out how THEY are going to rule on things.</p><p></p><p>First off, on this, would you be open to discussing that point more? Maybe on another thread if you like, so as not to derail this fine discussion. I'm really curious about your feelings there because I tend to find that 1e is (in my opinion) actually fairly rules lite save having a much more structured combat round. Surprisingly too, I find that 1e combat is a lot faster than 5e especially in particularly large melees.</p></blockquote><p></p>
[QUOTE="Ifurita'sFan, post: 8395973, member: 57656"] Precisely. It's meant in a more metaphorical way. In part, yes. I was trying to emphasize that it's not what is executed in the rules, but where the design of the game chooses NOT to lay down rules. Rules are frequently the death of imagination imo, and when there are gaps, you are encouraged to fill them in with imagination If you deliberately avoid creating rules for something, that is a design decision just like creating a rule is. (Some might argue that failing to include a rule is an accidental gap, I tend to point to the fact that in 1e they had optional rules for all sorts of things, from detecting invisibility to aerial manuverabilty, that could be taken to ridiculous levels of scrutiny, and ask "If they went this far, do you really think they simply forgot?) To me, the genius and the feel of the older edition is about what they consciously chose to stay silent on, and that silence is what makes it better. They could have created rules like "If you want to tell if an npc is lying to you, roll a d20 and roll below your wisdom stat and use such and such a modifier, or consult table 51p and roll percentile dice and modify as listed in subsection c. " endlessly, but they did not. They knew that by staying silent, they made it ambiguous and forced you to tread those grounds yourself. How do you tell if the DM's npc is lying to you? Maybe by investigating them? Maybe by charisma? Wisdom? Intelligence? A combination of all or none of these things? Who knows. That right there makes you speculate and invent, and use your imagination. And to me that's the name of the game here. And for anyone that disagrees with my silence point, I counter with this. The world's most elegant woman, Coco Chanel, was said to have advised the following when dressing with accessories: “[B]Before you leave the house, look in the mirror and take one thing off[/B].” Meaning that by consciously removing that one accessory, you didn't look "made up" you looked fresh and like you were not deliberately trying to pull of a certain fashion look and that you looked disarmingly unprepared, you broke the rules just a little bit, you just "were" as you were, chic. You didn't need to be prepared for every eventuality. Likewise, Hitchcock, perhaps one of the greatest directors of all time didn't show us the murder in the shower in Psycho, why? Because he deliberately didn't. He was conspicuously silent on that murder visually. He let us fill in the blanks ourselves, because it forced us to use our imagination with what scared us the most out of all the possible bad results. Artists use negative space to evoke and force the observer to engage and create in their own head. Negative space, or in this case, negative rules, do the same thing. The old adage of "less is more" was true then and it's true now. Sure there are a lot of specific rules in AD&D, but most of them are "use them or not" type of rules. You can choose to ignore them at ease and it even encourages you to, Gary said that these are guidelines. Not so with later versions. Imagine for example if you cut out feats from 3.x and up. How do you think that your players would respond? I think a well designed game knows when to talk and give guidelines, and when to stay conspicuously silent and let the DM and his players figure out how THEY are going to rule on things. First off, on this, would you be open to discussing that point more? Maybe on another thread if you like, so as not to derail this fine discussion. I'm really curious about your feelings there because I tend to find that 1e is (in my opinion) actually fairly rules lite save having a much more structured combat round. Surprisingly too, I find that 1e combat is a lot faster than 5e especially in particularly large melees. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
On Grognardism...
Top