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
Playstyle vs Mechanics
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="hawkeyefan" data-source="post: 9527111" data-attributes="member: 6785785"><p>Sure, I bet it’s very similar. I mean, I’m sure turning it into a source of evenue has impacted what they do to some extent, but I don’t necessarily think it means they’ve changed everything about the way they play. As has been said, this was already a popular mode of play well before Critical Role. </p><p></p><p></p><p></p><p>Yeah, I’m not sure. I mean, you’ve changed things a bit to read as metacurrency, but I’m sure if we examine that a bit, it would kind of fall apart. There are gray areas that aren’t so easily classified and so on.</p><p></p><p>I think the idea of a rule or game mechanic being representative of something in the game world is key here, and how that rule represents the thing. </p><p></p><p>We could give the Rogue class a “Moment of Intuition” ability that allows the player to spend a point to automatically dodge an attack. Some would view that as a metacurrency… but why? It’s representative of the Rogue’s intuitive ability to detect and avoid danger. Plenty of other elements represent these things… Perception, Armor Class, Uncanny Dodge, Danger Sense… and so on. </p><p></p><p>The player may say “I’m gonna use my Moment of Intuition here to avoid that attack” but the character isn’t doing that… they are simply detecting and avoiding an attack. </p><p></p><p></p><p></p><p>Okay, good… just trying to make sure we’re cool.</p><p></p><p>I personally think that the approach of D&D allows for a variety of actions in play, but I think that, for the most part, outside of combat, those actions don’t make for the most compelling game. </p><p></p><p></p><p></p><p>Well, if I was making “The Diplomat RPG” and was using 5e as the foundation… I’d change quite a bit. I’d ditch all the classes and would come up with a few that make sense for what I want the game to be about. An Ambassador class, a Station Chief class, a Political Player class… that kind of thing. </p><p></p><p>Since combat would have almost bo place in this game, I’d scrap AC and most of the combat system. The characters may still be at risk from physical harm from time to time, but I don’t think hit points would be needed. More important would be some kind of character element to serve as a pacing mechanism in social engagements the way hit points serve as pacing mechanisms for combat. </p><p></p><p>Something to help with the building of tension… to measure the progress of a scene and the characters reaching their goal or not. </p><p></p><p></p><p></p><p>I couldn’t agree more. I do not understand why this stance still has such a foothold in the RPG community. </p><p></p><p>To me, meta concerns are those truly beyond the game… “it’s almost time to call it a night, I bet the DM wants to get one more fight in, so I’ll just attack these creatures so we can fit the fight in.” Stuff like that. </p><p></p><p>Spending a player resource? That’s playing the game. </p><p></p><p></p><p></p><p>Why? Your character certainly knows he needs to make strong arguments or otherwise exert influence to get what he wants, and he knows that the finance minister, already having the duke’s trust, won’t have to work as hard to convince the duke. </p><p></p><p>These are known things and the mechanics represent them. </p><p></p><p></p><p></p><p>Yeah… the idea that discussing the fictional events of an RPG is the same as negotiating a peace treaty between nations is bonkers. I’t be like saying that the physical act of rolling a die is the same as swinging a sword… I mean, they’re both physical actions and require a hand and a tool interacting…</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9527111, member: 6785785"] Sure, I bet it’s very similar. I mean, I’m sure turning it into a source of evenue has impacted what they do to some extent, but I don’t necessarily think it means they’ve changed everything about the way they play. As has been said, this was already a popular mode of play well before Critical Role. Yeah, I’m not sure. I mean, you’ve changed things a bit to read as metacurrency, but I’m sure if we examine that a bit, it would kind of fall apart. There are gray areas that aren’t so easily classified and so on. I think the idea of a rule or game mechanic being representative of something in the game world is key here, and how that rule represents the thing. We could give the Rogue class a “Moment of Intuition” ability that allows the player to spend a point to automatically dodge an attack. Some would view that as a metacurrency… but why? It’s representative of the Rogue’s intuitive ability to detect and avoid danger. Plenty of other elements represent these things… Perception, Armor Class, Uncanny Dodge, Danger Sense… and so on. The player may say “I’m gonna use my Moment of Intuition here to avoid that attack” but the character isn’t doing that… they are simply detecting and avoiding an attack. Okay, good… just trying to make sure we’re cool. I personally think that the approach of D&D allows for a variety of actions in play, but I think that, for the most part, outside of combat, those actions don’t make for the most compelling game. Well, if I was making “The Diplomat RPG” and was using 5e as the foundation… I’d change quite a bit. I’d ditch all the classes and would come up with a few that make sense for what I want the game to be about. An Ambassador class, a Station Chief class, a Political Player class… that kind of thing. Since combat would have almost bo place in this game, I’d scrap AC and most of the combat system. The characters may still be at risk from physical harm from time to time, but I don’t think hit points would be needed. More important would be some kind of character element to serve as a pacing mechanism in social engagements the way hit points serve as pacing mechanisms for combat. Something to help with the building of tension… to measure the progress of a scene and the characters reaching their goal or not. I couldn’t agree more. I do not understand why this stance still has such a foothold in the RPG community. To me, meta concerns are those truly beyond the game… “it’s almost time to call it a night, I bet the DM wants to get one more fight in, so I’ll just attack these creatures so we can fit the fight in.” Stuff like that. Spending a player resource? That’s playing the game. Why? Your character certainly knows he needs to make strong arguments or otherwise exert influence to get what he wants, and he knows that the finance minister, already having the duke’s trust, won’t have to work as hard to convince the duke. These are known things and the mechanics represent them. Yeah… the idea that discussing the fictional events of an RPG is the same as negotiating a peace treaty between nations is bonkers. I’t be like saying that the physical act of rolling a die is the same as swinging a sword… I mean, they’re both physical actions and require a hand and a tool interacting… [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Playstyle vs Mechanics
Top