Lanefan
Victoria Rules
When we see an RPG rulebook that quotes verbatim the entirety of Robert's Rules of Order we'll know the end is nigh.I guess I have a hard time wrapping my simulationist head around social combat.
When we see an RPG rulebook that quotes verbatim the entirety of Robert's Rules of Order we'll know the end is nigh.I guess I have a hard time wrapping my simulationist head around social combat.
It's for this exact reason I tend not to put any time into prepping player-side maps and have never got into the whole Dwarven Forge diorama thing: I don't want that meta-thinking to affect play. I'll just scribble a map on the chalkboard when needed.I prepared a gridded battlemap about 50 or so yards across and seeded it with a bunch of things to interact with, cover, terrain features, other minor critters to avoid/deliberately spook, that sort of thing.
Everything outside this 250 square yard area is by necessity far less detailed- the same sorts of features but with much less understanding of the spatial relationships between features.
While clearly as the GM I've defined all of the world, by presenting the map the players now have a small area of the fictional space they can interact with without requiring constant negotiation- they can act against the known geography using their own understanding of their character capabilities.
So here is the tension - within this detailed area the players can act with confidence and have lots of ways to interact with the environment. But I as GM have decided its location and properties. Outside of it they have more freedom to move, but every movement is a negotiation where my imagining of the scene is paramount. There's also some social pressure to make use of the maps and so on that the GM has clearly put a lot of effort into.
It's for this exact reason I tend not to put any time into prepping player-side maps and have never got into the whole Dwarven Forge diorama thing: I don't want that meta-thinking to affect play. I'll just scribble a map on the chalkboard when needed.
The other thing I really hated the few times I've used published battlemaps from modules is that they invariably show more than the PCs can actually see or know about.
I don't necessarily agree that it doesn't matter -- the two modes of play (with a map and without) are different, and moving from one to the other will thus matter if those differences matter to you (and there is a lot more to operating without an existing map and needing to make your own than just the actual task of drawing the map).One of my favorite pieces of advice from His Majesty the Worm is to just give your players the dungeon map. Sure, keep off secret rooms and keyed details - but the map itself doesn’t really matter unless you have a player that delights in mapping. What matters is the creativity and conversation the players deploy when they encounter obstacles (off a random encounter roll or keyed in), and how they overcome that. If anything, a pre-numbered map by level helps with backtracking and same-paging in a really enjoyable way.
I find it interesting that D&D 2024, Daggerheart , and some of the other Heartbreakers that have come out/are in beta advocate more significantly for scene framing/montages and skipping past stuff the table doesn’t want to spend time on.
Did I already mention that Frieren is a master class in how to frame scenes and moments around moments that have impact? I love how much it does time skip montages in particular.
Boring? Taking reasonable steps to help lower the likelihood of your character getting killed is boring?
If I'm watching a hockey game I want to see the whole thing, not just the highlight pack. If I'm playing a character who is part of a party planning an expedition to a dangerous place I want some say - about equal to that of each of the other players - in how we approach it, rather than just be plonked there.
I mean, if you just want to walk into the Caves unprepared and without any prior scouting then have at it, I guess. I'll keep the character roll-up page open for you, though, 'cause you're gonna need it.
In some cases, yes. Same goes for my being unable to fathom why some people enjoy eating things that to me don't even qualify as being fit for human consumption.
Ok, first off, I know that I, and probably a lot of other GMs who need to improv and encounter probably already have some ideas in the back of their minds. I say there’s footprints—and since the players probably want clarification, I might specify human-sized bootprints. This would give me an idea about what would have left them, if not immediately then by the time the players were halfway down the trail.
And secondly, what actually left them does not matter in this case, because the players saw the prints and noped away, thus bypassing the encounter that would have happened if they had chosen to follow the tracks. It doesn’t matter whether or not the GM decided who or what made the tracks; the party went the other way.
This seems incredibly obvious to me. What do you do? Do you simply never come up with encounters and leave everything up to the players to decide?
No. i cannot imagine how “because you didn’t go there, you didn’t encounter what was there” could be even remotely confusing. I didn’t go to the grocery store today, so I didn’t see what sales they were holding.
So now we’re only talking about people who’ve never played anything but 5e? When did that happen? Are people who have only ever played 5e incapable of looking terms up or asking questions? Also, what makes you think that someone who has only ever played 5e has not only read the DMG—something that many dedicated DMs don’t even do—but also think that “planned, crafted encounters” are the only way to run encounters in a game that has an entire section on creating random encounter tables! You can’t have planned random encounters!
So? Decent GMs either shrug and move on or save the encounter to be reused later.
I think I’m going to need some citations about games that expect GMs to adhere strictly to the written material and not improvise. Off the top of my head, I can only think of Synnabar, which is notoriously bad. I’m also pretty sure that the only players who expect GMs to adhere strictly to the written material are those who cheat by reading along in the adventure book.
On two common words that aren’t specifically gaming terms, that can be looked up or that they can ask someone else at the table? Doubtful.
Agreed. And this has nothing to do with any of the things we’ve been talking about; it’s actually about being a decent person (not GM, person) who wants their players to have fun. Totally different discussion.
What’s Frieren? I think you may have already said so, but I want to be sure.
There’s absolutely no need to go through every moment of every day with the characters.
An anime that can best be summed up by this bit of imaginary dialogue:What’s Frieren?
An anime that can best be summed up by this bit of imaginary dialogue:
"Hey guys, I'm thinking of running a sequel to that epic campaign where you defeated the Dark Lord. This would be set about 80 years after that."
"Cool! Can I play my elf wizard again?"
Yeah yeah, I'm being facetious. I know it's all deep and about relationships and the fleetingness of time and all that. But it does take place 80 years after an epic campaign and the main character is an elf mage who was in the original party.… no, not even a bit.

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