Micah Sweet
Level Up & OSR Enthusiast
It does as far as I can see.It doesn't!
It does as far as I can see.It doesn't!
Let me get this straight: if in my game the active PCs are not the most special, unique, and important beings in the setting, my play is wrong and I should just "write a novel"? Do I understand that correctly?That just means the setting itself is an NPC.
To be fair, the 5e(2014) DMG is awful. It's not so much a dungeon master's guide as it is a world builder's guide. There's no guidance in there on how to adjudicate (i.e. decide when to invoke a mechanic), nor setting the scene, or narration, or pacing, or anything actually conducive to running a session, let alone campaign.
At the time, I was going to buy it regardless. At least it was a good read, which an instruction manual for brand-new GMs would not have been.Did the 5e DMG really offer you anything more about worldbuilding than what you already knew?
It does as far as I can see.
At the time, I was going to buy it regardless. At least it was a good read, which an instruction manual for brand-new GMs would not have been.
1. The runes were undefined.Well, there are some things to consider.
Who made the decision about what the runes were?
At what point in the example is the player ever in author stance?
I've seen excerpts and summaries of the 5.5 DMG (and I'm not paying for one, so that's as far as it goes), and I am confident that I don't agree with their advice. By the time 5.0 came out I knew the style of play I preferred, and 5.5 goes in the wrong direction for me.Maybe. I tend to think most of us GMs tend to need more advice on running games than we do building worlds.
I personally found the Mothership Warden’s Manual to be an incredibly practical and useful guide for how to GM.
I think you are reading too much weight here into relatively informal ways of speaking. Or imposing your own formal meanings onto those (like me) who aren't following them.Dividing DM from the mechanics when there is a rule that says they're part of them is taking a view on what counts as mechanics. It's drawing a limit around how far DM can go in fulfilment of the rule and excludes that DM completing a rule may be properly counted part of system.
In this episode at first there is free roleplaying - conversation back and forth between player and GM, some in character and some describing actions. This leads to a conflict: Sir Lionheart has refused to joust with the squire, but also does not want to let him pass. And so fortune resolution is used, and the player wins, and so the squire has persuaded Sir Lionheart to knight him, so that he can joust to try and earn his passage past. This then leads to more narration: the two knights mount and charge one another. And then the player decides to spend his storyteller certificate to Kill a Foe in Combat. And he narrates - drama resolution - how this happens.There was talk of a powerful knight who was blocking the road north, not letting anyone pass who was unable to beat him in battle - and so far unbeaten. (This was Sir Lionheart, of the second Challenge from a Knight scenario in the rulebook.) Naturally the PCs headed off to see if they could do better, with a crowd in tow to see the excitement and the performer working the crowd.
<snip>
The PC asked for a joust, but the proud Sir Lionheart declined to joust with a mere squire. To which the PC responded, "Fine, I'll just continue on my way then!" and tried to pass Sir Lionheart and continue along the road. This called for a Presence vs Presence check, which the PC won - and so Sir Lionheart knighted him so that he could joust and perhaps succeed where the others had failed. I took the words of the knight ceremony from Excalibur - "In the name of God, St Michael and St George I give you the right to bear arms and the power to mete justice".
The player of the (now) Sir Morgath determined that he would use his certificate for an outright victory. He considered knocking Sir Lionheart senseless, but he suspected (correctly, as it turned out, given the scenario description) that if he unhorsed Sir Lionheart but didn't kill him, Sir Lionheart would insist on fighting with swords to the death. So he decided to Kill a Foe in Combat - when the lances of the two knights connected, the one wielded by Sir Morgath splintered, and a shard flew through a gap in Sir Lionheart's visor and entered his brain through his eye, killing him!
Sir Morgath was feted by the crowd.
I don't think that Tuovinen introduces uncertainty. I think it's pretty clear which RPGs he has in mind.One aspect of enjoyment of D&D indeed lies in witnessing the mathematical structure of the game engine in action. Optimizers are sometimes mistakenly understood to be trying to win harder, but some optimizers are simply engaged by the dynamic mathematical structure of the game. The combat minigame provides an ideal arena for witnessing the game engine in action... seeing how choices in the chargen component play out. What counts as an "enjoyable mathematical structure" is subjective: what one ends up saying is that certain games had mathematical structures that one found enjoyable for their own sake.
To me Tuovinen introduces some uncertainty in what he means when he writes "Games with heavier rules have a potential to support the players in maintaining and performing a more detailed and definitive Exploration state." So now it's not about enjoying witnessing the game engine in action, it's about maintaining and performing a detailed and definitive exploration state.
Play in which the GM embodies the setting, and the GM sets player goals, seems to me to be obviously GM-driven/GM-centred in a way that some other RPGing is not.One difference that immediately strikes me is that in trad, GM will have described or implied that the wall has a top that can be reached through a climb action. Whereas with the runes, player says what goal may be reached through their deciphering action.
It's worth saying (and connects obliquely to our other conversation) that GM embodies the imagined world (they're usually not a player, in trad.) Making it literally independent of player. The deciphering example breaks that.
I'm not saying either is preferable... I've been mainly doing something more like the deciphering in my own play.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.