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
"Prescription" and RPGing procedures
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="pemerton" data-source="post: 8804588" data-attributes="member: 42582"><p>Just to build a bit on these responses to [USER=85555]@Bedrockgames[/USER]:</p><p></p><p>Apocalypse World (to pick an example) doesn't use a formalised "scene" structure in the way that (say) Marvel Heroic RP does, or the way that 4e D&D does. But the rulebook still addresses many of the matters I mentioned in post 7 upthread: how and when to elide, or to home in on, time and movement; when and how the players get to contribute information about the immediate situation (including but not limited to buildings and environs); and how players and GMs can go about contributing to the aesthetic logic. It also talks about how functional logic is established, although what counts as "functional logic" in AW can be quite different from (say) D&D or Torchbearer.</p><p></p><p>AW is certainly based around the idea of a fluid gameplay process, and its answers to these questions are all in support of that fluidity.</p><p></p><p>I don't think that a rulebook <em>not</em> addressing these matters makes fluidity or "naturalness" more likely. I think it makes a particular approach - the one I called out in the OP - more likely. Participants may of course impose a different approach, but that can equally happen when a rulebook is clear. For instance, it seems obvious from posts and threads on these boards that some people play Dungeon World using processes quite different from the ones the book itself sets out (and closer to what I describe in the OP); and I was not the only person to use Gygax's AD&D rulebooks to play a game that did not stick especially closely to the play processes that he sets out in his PHB and DMG.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8804588, member: 42582"] Just to build a bit on these responses to [USER=85555]@Bedrockgames[/USER]: Apocalypse World (to pick an example) doesn't use a formalised "scene" structure in the way that (say) Marvel Heroic RP does, or the way that 4e D&D does. But the rulebook still addresses many of the matters I mentioned in post 7 upthread: how and when to elide, or to home in on, time and movement; when and how the players get to contribute information about the immediate situation (including but not limited to buildings and environs); and how players and GMs can go about contributing to the aesthetic logic. It also talks about how functional logic is established, although what counts as "functional logic" in AW can be quite different from (say) D&D or Torchbearer. AW is certainly based around the idea of a fluid gameplay process, and its answers to these questions are all in support of that fluidity. I don't think that a rulebook [i]not[/i] addressing these matters makes fluidity or "naturalness" more likely. I think it makes a particular approach - the one I called out in the OP - more likely. Participants may of course impose a different approach, but that can equally happen when a rulebook is clear. For instance, it seems obvious from posts and threads on these boards that some people play Dungeon World using processes quite different from the ones the book itself sets out (and closer to what I describe in the OP); and I was not the only person to use Gygax's AD&D rulebooks to play a game that did not stick especially closely to the play processes that he sets out in his PHB and DMG. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"Prescription" and RPGing procedures
Top