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
Realistic Consequences vs Gameplay
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: 8010610" data-attributes="member: 42582"><p>I know that we're mostly in agreement or at least like-minded in this thread, but I wanted to express some disagreement with this.</p><p></p><p>Whether different degrees of difficulty correlate to meaningful decisions seems, to me, and once again, to depend on details of system and orientation of play.</p><p></p><p>In "skilled"/OSR-type play I agree without hesitation. I hope the reasons are obviousl.</p><p></p><p>It's also true in BW, but for completely different reasons: PC development in BW depends upon the players being able to pit themselves against a range of obstacles of different mechanical difficulties; and BW also thrives on players being able to choose, in the fiction, how hard their PCs bang their heads against various walls. So different difficulties create a context for these choices to be made, but they're being made within very different frameworks of gameplay logic from those that operate in classic D&D or other OSR-ish games.</p><p></p><p>In 4e D&D or Cortex+ Heroic, different degrees of difficulty aren't a very important thing. In the former system, degree of difficulty (eg level of a combat encounter; degree of complexity of a skill challenge) is something that I generally control as GM, as it is an important tool for pacing and also - especially in the combat case - for forcing the players to make decisions about resource expenditure. So whether the players use the sewers or contrive hang gliders to make an aerial assault will change the fiction and hence the PCs' fictional positioning in subsequent scenes, but probably won't change the mechanical difficulty of entering the castle. Here's a post from an old thread that illustrates the idea to some degree at least:</p><p></p><p></p><p></p><p>What made the choice to pacify rather than kill the bear meaningful wasn't the effect that it had on mechanical difficulty (it had none) but the effect that it had on the fiction (ie the bear is not dead and rather is a friend of at least some of the PCs).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8010610, member: 42582"] I know that we're mostly in agreement or at least like-minded in this thread, but I wanted to express some disagreement with this. Whether different degrees of difficulty correlate to meaningful decisions seems, to me, and once again, to depend on details of system and orientation of play. In "skilled"/OSR-type play I agree without hesitation. I hope the reasons are obviousl. It's also true in BW, but for completely different reasons: PC development in BW depends upon the players being able to pit themselves against a range of obstacles of different mechanical difficulties; and BW also thrives on players being able to choose, in the fiction, how hard their PCs bang their heads against various walls. So different difficulties create a context for these choices to be made, but they're being made within very different frameworks of gameplay logic from those that operate in classic D&D or other OSR-ish games. In 4e D&D or Cortex+ Heroic, different degrees of difficulty aren't a very important thing. In the former system, degree of difficulty (eg level of a combat encounter; degree of complexity of a skill challenge) is something that I generally control as GM, as it is an important tool for pacing and also - especially in the combat case - for forcing the players to make decisions about resource expenditure. So whether the players use the sewers or contrive hang gliders to make an aerial assault will change the fiction and hence the PCs' fictional positioning in subsequent scenes, but probably won't change the mechanical difficulty of entering the castle. Here's a post from an old thread that illustrates the idea to some degree at least: What made the choice to pacify rather than kill the bear meaningful wasn't the effect that it had on mechanical difficulty (it had none) but the effect that it had on the fiction (ie the bear is not dead and rather is a friend of at least some of the PCs). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top