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
*Pathfinder & Starfinder
Player vs Plot - DM responsibilities
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: 6336437" data-attributes="member: 4937"><p>I agree with Umbran's response, but wish to add that I think this argument only really exists in the vague hypothetical space of generalities. </p><p></p><p>Without knowing the goal and without knowing the setting, we basically have no basis for judging the validity of either the DM or the player's position except or own biases. We aren't mustering facts or making judgments here. All we are doing because its all we are capable of doing is displaying our own prejudices. And the only way to attack the other person's position is through argument ad absurdum because the only available attack is to provide an exception that demonstrates the falseness of the absolute rule.</p><p></p><p>Really, because the original proposition is a nebulous generality, I think our only available response that isn't a gross exaggeration are hedged generalities with no concrete guidance. All we can reasonably answer is "Maybe, these are the sorts of things you have to weight and consider.", and I think probably almost everyone actually is saying, "Maybe, here is something you should weigh into your calculations", but to the extent anyone's maybe sounds a little like "Yes" or "No", out come the arguments ad absurdum. </p><p></p><p>An example of an actual impossibility in my world would be a player with the goal of preventing something of consequence that happened in the past from occurring. This is because time travel does not exist in any setting I run where it's not actually a trope of the setting. I simply refuse to deal with problems of non-causality because it's too much of a headache, and find it absolutely reasonable of me to set that limit. A player with this goal would find it absolutely impossible. Not even the gods of my Homebrew world could accomplish it. The best you could probably accomplish would be create a world as if the thing had not occurred, where most people could not remember or did not know the thing had occur. You could expunge the event and its consequences from history, but you could not actually cause the event to not happen. Even this goal is realistically beyond the scale of any campaign I'm likely to run however, as it would in general involve much higher level play over a much longer period than any prior campaign I've done. </p><p></p><p>Now, this 'time travel' example isn't really a good match for the specific case imagined by the OP. because I'd assume 'time travel isn't possible' is common knowledge among the learned of my setting and not feel constrained from telling the player my reasoning. The OP postulates a case where I really don't want to reveal the problem to the player because in doing so I'd ruin a campaign level secret. I'm having trouble coming up with a strong example of this from my own game, as there are far more things that the learned would say are impossible where they would be wrong than there are things that are believed to be possible but are actually impossible. I believe that is actually rather logical, because things are believed to be possible usually because they have been and example exists, whereas things are generally believed impossible because they've been tried and failed. But of course, any number of examples of failure doesn't prove something is impossible, while a single example of success does. The only case I've come up with that I'd be firm about is that incarnated embodiments of ideas of chastity cannot be rendered unchaste by any means. In that sense they are unconquerable by definition of who they are. Immortal ideas don't change, evolve and grow. They just are. In general, these sorts of impossibilities that are actually impossible would relate to things 'the Gods themselves' could not do. A player contesting things that the Gods cannot contest would generally find actual impossibilities. There are a far larger set of things that are practical impossibilities, particularly within the constrains of a campaign. For example, it would be practically impossible to conquer Sartha within a single mortal lifetime, and as such, could never happen within a campaign's lifetime because they rarely deal with more than a year or two of game time.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6336437, member: 4937"] I agree with Umbran's response, but wish to add that I think this argument only really exists in the vague hypothetical space of generalities. Without knowing the goal and without knowing the setting, we basically have no basis for judging the validity of either the DM or the player's position except or own biases. We aren't mustering facts or making judgments here. All we are doing because its all we are capable of doing is displaying our own prejudices. And the only way to attack the other person's position is through argument ad absurdum because the only available attack is to provide an exception that demonstrates the falseness of the absolute rule. Really, because the original proposition is a nebulous generality, I think our only available response that isn't a gross exaggeration are hedged generalities with no concrete guidance. All we can reasonably answer is "Maybe, these are the sorts of things you have to weight and consider.", and I think probably almost everyone actually is saying, "Maybe, here is something you should weigh into your calculations", but to the extent anyone's maybe sounds a little like "Yes" or "No", out come the arguments ad absurdum. An example of an actual impossibility in my world would be a player with the goal of preventing something of consequence that happened in the past from occurring. This is because time travel does not exist in any setting I run where it's not actually a trope of the setting. I simply refuse to deal with problems of non-causality because it's too much of a headache, and find it absolutely reasonable of me to set that limit. A player with this goal would find it absolutely impossible. Not even the gods of my Homebrew world could accomplish it. The best you could probably accomplish would be create a world as if the thing had not occurred, where most people could not remember or did not know the thing had occur. You could expunge the event and its consequences from history, but you could not actually cause the event to not happen. Even this goal is realistically beyond the scale of any campaign I'm likely to run however, as it would in general involve much higher level play over a much longer period than any prior campaign I've done. Now, this 'time travel' example isn't really a good match for the specific case imagined by the OP. because I'd assume 'time travel isn't possible' is common knowledge among the learned of my setting and not feel constrained from telling the player my reasoning. The OP postulates a case where I really don't want to reveal the problem to the player because in doing so I'd ruin a campaign level secret. I'm having trouble coming up with a strong example of this from my own game, as there are far more things that the learned would say are impossible where they would be wrong than there are things that are believed to be possible but are actually impossible. I believe that is actually rather logical, because things are believed to be possible usually because they have been and example exists, whereas things are generally believed impossible because they've been tried and failed. But of course, any number of examples of failure doesn't prove something is impossible, while a single example of success does. The only case I've come up with that I'd be firm about is that incarnated embodiments of ideas of chastity cannot be rendered unchaste by any means. In that sense they are unconquerable by definition of who they are. Immortal ideas don't change, evolve and grow. They just are. In general, these sorts of impossibilities that are actually impossible would relate to things 'the Gods themselves' could not do. A player contesting things that the Gods cannot contest would generally find actual impossibilities. There are a far larger set of things that are practical impossibilities, particularly within the constrains of a campaign. For example, it would be practically impossible to conquer Sartha within a single mortal lifetime, and as such, could never happen within a campaign's lifetime because they rarely deal with more than a year or two of game time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Player vs Plot - DM responsibilities
Top