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
*Dungeons & Dragons
On Skilled Play: D&D as a Game
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="EzekielRaiden" data-source="post: 8289403" data-attributes="member: 6790260"><p>Perhaps because TTRPGs, unlike sports and dramatically moreso than card games, are <em>pure abstractions</em> and thus contain no parts that cannot <em>in principle</em> be modified or combined? I mean, if we look at other forms of pleasurable activity, particularly ones where the rules and content are abstract even if the experience or process is not, you totally do see people combining stuff, <em>constantly</em>. Fusion cuisine. Music that blends styles together, or re-interprets a classic of one genre in the style of another (like electro-swing covers, an example I personally like). Genre mashups. Some of that is just because people like the distinct parts and want to bring them together. But it's definitely also sometimes the result of disparate interests meeting in the middle and finding something that satisfies all involved--some bands develop their distinctive style from precisely that.</p><p></p><p>Or perhaps it's because, unlike literally any of the above things, committing to an RPG campaign is a pretty big deal? You're talking about doing the same thing on a (semi-)regular schedule. This isn't "we'll play golf <em>next week</em>, George, this week we're playing basketball." It's "we'll play richly-detailed, self-consistent characters <em>next year</em>, George, this year we're playing SP." There's a hell of a lot more reason to advocate for getting at least some of the things you value most, because you may be waiting for a <em>very</em> long time if you don't--or you may get (unintentionally) excluded. I've been running the same game for over three years now (with the occasional off week or break). If I had had a friend to whom I'd said, "Hey man, this is a narrative-focused game, we'll play something SP-focused next time," I think they would be <em>understandably upset</em> that they'd waited three years with no sign of a new game happening.</p><p></p><p>Going back to the other issue: I still don't get how this <em>isn't</em> "about SP" [USER=42582]@pemerton[/USER]. It just seems like common sense to me that, if you have a friend you think might not be on board <em>but that you would like to be on board</em>, you'd think about what can be done. That's thinking about SP, what makes it tick, what parts of it are "optional" vs "mandatory," what the rationale was behind including certain elements, etc. Thinking about the "why" of SP, and if possible, taking that knowledge and making it more accessible to those who wouldn't necessarily mesh well with it. And it seems to me pretty likely that in any given group of 3-5 players, having <em>someone</em> among them not be totally absolutely 110% committed to SP seems...reasonably probable?</p><p></p><p>I mean, it's not like Actor is the only player archetype unlikely to be enthused by this style. Hardcore simulationists--and I know for an absolute fact there are such players on this very forum--are likely to find <em>certain elements</em> of SP distasteful, since SP wears its gamist leanings on its sleeve. Are those elements absolutely required, or optional? Can they be altered or replaced with something that fulfills the same rationale, but which would be palatable for those who really need to feel like there's a "real world" being run without bias or artificiality? If these elements are not optional and cannot be meaningfully altered, you've found clear lines where you can tell your simulationist (or actor) friends, "This is how this game works, it's what we're here for. If that isn't for you, we wish you good gaming elsewhere. If you can stomach that, great, we can have a good game together."</p><p></p><p>This just....seems like the thing to <em>do</em> when you're wanting to work with your friends to achieve the group's common interests (<em>everyone</em> enjoying the shared activity to some extent, <em>everyone</em> getting to see the things they like). Even if you <em>don't</em> have a suspicion that one or more people in the group might not be immediately 100% on board, you think about the ways that what your offering may or may not fit your specific group, and how you can make it fit better. No game is perfect, no style is perfect. Plumbing the depths of what makes that style tick, what it NEEDS vs what it just often <em>has</em>, etc. just....seems like the thing to <em>do</em> if you want to get the most enjoyment out of the things you choose to run.</p><p></p><p></p><p>It's weird reading through that post, because, uh....from what I can tell, this makes 4e<em> a classic-culture game</em>: one concerned with game balance, constructing "fair" challenges, making the process of play itself entertaining and engaging. The focus, of course, is on the battlemap rather than the overworld, but otherwise that's the only "culture of play" that really fits. (Consider the number of pro-4e DMs who cite that 4e means they don't have to "pull punches" when throwing stuff at their players.) There are certain "storygame" elements as well, e.g. having mechanics that <em>are themselves</em> the story for a class or race, but otherwise that style is a bit outside 4e's scope. Yet, if I were a betting man, I would <em>absolutely</em> bet real actual money that most "classic culture" players would be <em>apoplectic</em> at the suggestion that 4e is a continuation of, or participant in, their culture of play. (I am not a betting man, so I won't. But that sounds like a bet that you can't lose.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8289403, member: 6790260"] Perhaps because TTRPGs, unlike sports and dramatically moreso than card games, are [I]pure abstractions[/I] and thus contain no parts that cannot [I]in principle[/I] be modified or combined? I mean, if we look at other forms of pleasurable activity, particularly ones where the rules and content are abstract even if the experience or process is not, you totally do see people combining stuff, [I]constantly[/I]. Fusion cuisine. Music that blends styles together, or re-interprets a classic of one genre in the style of another (like electro-swing covers, an example I personally like). Genre mashups. Some of that is just because people like the distinct parts and want to bring them together. But it's definitely also sometimes the result of disparate interests meeting in the middle and finding something that satisfies all involved--some bands develop their distinctive style from precisely that. Or perhaps it's because, unlike literally any of the above things, committing to an RPG campaign is a pretty big deal? You're talking about doing the same thing on a (semi-)regular schedule. This isn't "we'll play golf [I]next week[/I], George, this week we're playing basketball." It's "we'll play richly-detailed, self-consistent characters [I]next year[/I], George, this year we're playing SP." There's a hell of a lot more reason to advocate for getting at least some of the things you value most, because you may be waiting for a [I]very[/I] long time if you don't--or you may get (unintentionally) excluded. I've been running the same game for over three years now (with the occasional off week or break). If I had had a friend to whom I'd said, "Hey man, this is a narrative-focused game, we'll play something SP-focused next time," I think they would be [I]understandably upset[/I] that they'd waited three years with no sign of a new game happening. Going back to the other issue: I still don't get how this [I]isn't[/I] "about SP" [USER=42582]@pemerton[/USER]. It just seems like common sense to me that, if you have a friend you think might not be on board [I]but that you would like to be on board[/I], you'd think about what can be done. That's thinking about SP, what makes it tick, what parts of it are "optional" vs "mandatory," what the rationale was behind including certain elements, etc. Thinking about the "why" of SP, and if possible, taking that knowledge and making it more accessible to those who wouldn't necessarily mesh well with it. And it seems to me pretty likely that in any given group of 3-5 players, having [I]someone[/I] among them not be totally absolutely 110% committed to SP seems...reasonably probable? I mean, it's not like Actor is the only player archetype unlikely to be enthused by this style. Hardcore simulationists--and I know for an absolute fact there are such players on this very forum--are likely to find [I]certain elements[/I] of SP distasteful, since SP wears its gamist leanings on its sleeve. Are those elements absolutely required, or optional? Can they be altered or replaced with something that fulfills the same rationale, but which would be palatable for those who really need to feel like there's a "real world" being run without bias or artificiality? If these elements are not optional and cannot be meaningfully altered, you've found clear lines where you can tell your simulationist (or actor) friends, "This is how this game works, it's what we're here for. If that isn't for you, we wish you good gaming elsewhere. If you can stomach that, great, we can have a good game together." This just....seems like the thing to [I]do[/I] when you're wanting to work with your friends to achieve the group's common interests ([I]everyone[/I] enjoying the shared activity to some extent, [I]everyone[/I] getting to see the things they like). Even if you [I]don't[/I] have a suspicion that one or more people in the group might not be immediately 100% on board, you think about the ways that what your offering may or may not fit your specific group, and how you can make it fit better. No game is perfect, no style is perfect. Plumbing the depths of what makes that style tick, what it NEEDS vs what it just often [I]has[/I], etc. just....seems like the thing to [I]do[/I] if you want to get the most enjoyment out of the things you choose to run. It's weird reading through that post, because, uh....from what I can tell, this makes 4e[I] a classic-culture game[/I]: one concerned with game balance, constructing "fair" challenges, making the process of play itself entertaining and engaging. The focus, of course, is on the battlemap rather than the overworld, but otherwise that's the only "culture of play" that really fits. (Consider the number of pro-4e DMs who cite that 4e means they don't have to "pull punches" when throwing stuff at their players.) There are certain "storygame" elements as well, e.g. having mechanics that [I]are themselves[/I] the story for a class or race, but otherwise that style is a bit outside 4e's scope. Yet, if I were a betting man, I would [I]absolutely[/I] bet real actual money that most "classic culture" players would be [I]apoplectic[/I] at the suggestion that 4e is a continuation of, or participant in, their culture of play. (I am not a betting man, so I won't. But that sounds like a bet that you can't lose.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
On Skilled Play: D&D as a Game
Top