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
*TTRPGs General
PCs lack of respect for the 'caste' system of your typical fantasy society
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="Mark" data-source="post: 73581" data-attributes="member: 5"><p>Great first post, ChrisM! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Definitely, there needs to be some DM to players delineation of how the world works, or at the least, their corner of the world. Handouts are a popular way to do this, but it needs to be followed with consistent descriptive examples during play until the ideas and flavor of the world take hold. After that, well placed reminders should come at every session and early in each session.</p><p></p><p></p><p></p><p>All good points but it should be pointed out that the iconic characters, like PCs, are of that segment of society that are not the norm. They are removed from cultural expectations only if they wish to be treated differently. If they wish to function within society as others do, they need to conduct themselves within society as required by society. The main bulk of the masses of most communities might have some gripes but they will not be pleased by individuals who upset their way of life. They, from nobles down to shopkeepers, would tend to look unkindly on anarchists as counter-productive to the success and survival of everyone.</p><p></p><p></p><p></p><p>Most players will only read the PH, and then only the parts that apply to themselves. Those that read beyond that, tend to prefer the MM as interesting reading. Those that read the DMG won't find much that deals specifically with the setting in which they find themselves beyond vague descriptions of how some things might work. In essence, I am agreeing with you on these points but with some reservations of the level of commitment to which most players will immerse themselves. Essentially it is up to the DM to educate the players to the depth the DM wishes the players to relate and perform and it needs to be in the interest and willingness of the players. Tough to do though not impossible. It's a sales job. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Shown, not told, is the key, IMO. Free will must be inherent, but players should be made aware in advance of the potential consequences of actions in a given situation. After that it is up to the players how they conduct themselves. If you expect them to act in a certain way, the rewards for acting in that way should be compensatory. If no carrot is big enough to get the desired behavior, then you need to substitute a different vegetable. People play for varying reasons and a DM needs to determine the plethora of reasons at his table or take what he gets from players in regard to their level of interest. A DM doesn't need to tailor his world to what the players would make if they ran the show, but he does need to find out what would make a game in his world interesting to the players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I echoed those sentiments above and agree. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>While our approach to explaining this differs somewhat, I concur with the sentiment completely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Mark, post: 73581, member: 5"] Great first post, ChrisM! :) Definitely, there needs to be some DM to players delineation of how the world works, or at the least, their corner of the world. Handouts are a popular way to do this, but it needs to be followed with consistent descriptive examples during play until the ideas and flavor of the world take hold. After that, well placed reminders should come at every session and early in each session. All good points but it should be pointed out that the iconic characters, like PCs, are of that segment of society that are not the norm. They are removed from cultural expectations only if they wish to be treated differently. If they wish to function within society as others do, they need to conduct themselves within society as required by society. The main bulk of the masses of most communities might have some gripes but they will not be pleased by individuals who upset their way of life. They, from nobles down to shopkeepers, would tend to look unkindly on anarchists as counter-productive to the success and survival of everyone. Most players will only read the PH, and then only the parts that apply to themselves. Those that read beyond that, tend to prefer the MM as interesting reading. Those that read the DMG won't find much that deals specifically with the setting in which they find themselves beyond vague descriptions of how some things might work. In essence, I am agreeing with you on these points but with some reservations of the level of commitment to which most players will immerse themselves. Essentially it is up to the DM to educate the players to the depth the DM wishes the players to relate and perform and it needs to be in the interest and willingness of the players. Tough to do though not impossible. It's a sales job. :) Shown, not told, is the key, IMO. Free will must be inherent, but players should be made aware in advance of the potential consequences of actions in a given situation. After that it is up to the players how they conduct themselves. If you expect them to act in a certain way, the rewards for acting in that way should be compensatory. If no carrot is big enough to get the desired behavior, then you need to substitute a different vegetable. People play for varying reasons and a DM needs to determine the plethora of reasons at his table or take what he gets from players in regard to their level of interest. A DM doesn't need to tailor his world to what the players would make if they ran the show, but he does need to find out what would make a game in his world interesting to the players. ;) I echoed those sentiments above and agree. :) While our approach to explaining this differs somewhat, I concur with the sentiment completely. :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
PCs lack of respect for the 'caste' system of your typical fantasy society
Top