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
Persuasion - How powerful do you allow it to be?
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="Celebrim" data-source="post: 7646781" data-attributes="member: 4937"><p>I tend to be of the opinion that the actual game is not the rules of the game, but what happens at the table. So if your game is 60-70% improv, then that is what D&D is regardless of what the text says to do or what you think the text says to do. In practice, D&D is mostly improvisational. For D&D to not be mostly improvisational, you need a strong table agreement to stay on the rails. For example, I'm currently taking a break from GMing, and our group is playing a Pathfinder AP with another player putting on the GM hat to let me be a player for a change (the first time I've really gotten a chance to be a player in like 15 years). Because the GM is relatively inexperienced and explicitly has said he's running a Pathfinder AP to minimize preparation, I'm going really easy on him to minimize the amount of prep he needs to do. Even then, it's probably 10-20% improvisational, and the GM is learning just how little an AP really gives you and how much preparation it would take to really run it well.</p><p></p><p>When I look at something like FATE, I see a game that tells you on paper that you should be mostly (but not completely) improvising, and I really wonder how it plays. From what I've seen of it, it plays terribly. An example in the public domain is Wil Wheaton playing FATE CORE w/ Felicia Day, John Rogers, & Ryan Macklin on 'Geek and Sundry', which struck me as a total train wreck of a game with emergent play that looked nothing like the presumed goals of the game's designer - despite the fact that Ryan Macklin was the one running the game.</p><p></p><p>Ever since reading the original VtM gamebook, I've been struck by how different the game as described in the rules can be from the game created by the rules. For example, the game described by the rules of VtM was a game for two people in which one person explored their inner monster, with an end state of either the monster winning or perhaps being vanquished. But the game created by the rules was nothing like that at all, and was as far as I can tell rarely if ever played according to the examples of play in the text not only because most RPG groups aren't two people, but because the rules didn't push the game heavily in the described direction. Fast forward a bit, and this became one of the things Ron Edward at The Forge would repeatedly pound on, and became a big part of the basis of his 'system matters' theories - how to create games that actually created the game they described. One of the theories that came out of that is what Ovinomancer is calling, "Story Now", but then for me the questions are, "Is something like FATE actually Story Now in any really meaningful way, and does it actually produce Story Now play in practice?", and more to the point, does "Story Now" really make for better stories that engage with narrative more productively than more traditional styles of play?</p><p></p><p>Which brings me back to the claim that is really in dispute: when deciding on the story, should we take the character of an NPC as input into the resolution mechanic of some sort of player driven persuasion challenge, or should the character of the NPC entirely fall out from the persuasion resolution challenge? Which has priority - the fiction or the mechanics? When we start the play loop and we are wanting to generate 'story now' in a satisfying manner, what do we start from? Fiction, and then use mechanics to arbitrate the unknowns, or mechanics, and then use fiction to arbitrate the unknowns?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7646781, member: 4937"] I tend to be of the opinion that the actual game is not the rules of the game, but what happens at the table. So if your game is 60-70% improv, then that is what D&D is regardless of what the text says to do or what you think the text says to do. In practice, D&D is mostly improvisational. For D&D to not be mostly improvisational, you need a strong table agreement to stay on the rails. For example, I'm currently taking a break from GMing, and our group is playing a Pathfinder AP with another player putting on the GM hat to let me be a player for a change (the first time I've really gotten a chance to be a player in like 15 years). Because the GM is relatively inexperienced and explicitly has said he's running a Pathfinder AP to minimize preparation, I'm going really easy on him to minimize the amount of prep he needs to do. Even then, it's probably 10-20% improvisational, and the GM is learning just how little an AP really gives you and how much preparation it would take to really run it well. When I look at something like FATE, I see a game that tells you on paper that you should be mostly (but not completely) improvising, and I really wonder how it plays. From what I've seen of it, it plays terribly. An example in the public domain is Wil Wheaton playing FATE CORE w/ Felicia Day, John Rogers, & Ryan Macklin on 'Geek and Sundry', which struck me as a total train wreck of a game with emergent play that looked nothing like the presumed goals of the game's designer - despite the fact that Ryan Macklin was the one running the game. Ever since reading the original VtM gamebook, I've been struck by how different the game as described in the rules can be from the game created by the rules. For example, the game described by the rules of VtM was a game for two people in which one person explored their inner monster, with an end state of either the monster winning or perhaps being vanquished. But the game created by the rules was nothing like that at all, and was as far as I can tell rarely if ever played according to the examples of play in the text not only because most RPG groups aren't two people, but because the rules didn't push the game heavily in the described direction. Fast forward a bit, and this became one of the things Ron Edward at The Forge would repeatedly pound on, and became a big part of the basis of his 'system matters' theories - how to create games that actually created the game they described. One of the theories that came out of that is what Ovinomancer is calling, "Story Now", but then for me the questions are, "Is something like FATE actually Story Now in any really meaningful way, and does it actually produce Story Now play in practice?", and more to the point, does "Story Now" really make for better stories that engage with narrative more productively than more traditional styles of play? Which brings me back to the claim that is really in dispute: when deciding on the story, should we take the character of an NPC as input into the resolution mechanic of some sort of player driven persuasion challenge, or should the character of the NPC entirely fall out from the persuasion resolution challenge? Which has priority - the fiction or the mechanics? When we start the play loop and we are wanting to generate 'story now' in a satisfying manner, what do we start from? Fiction, and then use mechanics to arbitrate the unknowns, or mechanics, and then use fiction to arbitrate the unknowns? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Persuasion - How powerful do you allow it to be?
Top