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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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: 8011112" data-attributes="member: 42582"><p>I was replying to your remark about a murder mystery, not about deciding to sneak past the guards.</p><p></p><p>But in either case, isn't action resolution - applied systematically over the course of play - the way that we find out whether or not the PCs made a poor or mistaken decision?</p><p></p><p>I've called out a few bits of your posts that I wanted to respond to.</p><p></p><p>For this one, I'd often treat getting to the gate as framing rather than action declaration. Unless a player particularly wants to get some advantage out of treating it as an action - less of an issue in D&D, but in other systems this coud be establishing some sort of augment eg for having a Superior Vantage Point.</p><p></p><p>In a lot of these cases I don't even think of it as action resolution. The "genre filter" operates at a prior stage: we don't get to resolution because no permissible action has been declared.</p><p></p><p>Various versions of D&D have a Streetwise or Gather Information skill/ability (eg 4e, 3E, AD&D Oriental Adventures via the Yakuza class, even sages in AD&D and B/X). So even within the compass of D&D there can be action declarations that allow the players to try and expand the scope of future potential action declarations.</p><p></p><p>I have played with D&D GMs whose response to that sort of thing is to shut it down - ie the inquiries produce no new information or options, all the potential informants remain silent, etc. I personally regard that as terrible GMing.</p><p></p><p>I have also played with D&D GMs who don't shut this sort of thing down but string it out endlessly - leads lead to leads lead to leads lead to session after session of trying to "find the plot". I also regard that as awful.</p><p></p><p>Although D&D doesn't have the same sort of crisp framework as (say) Fate or Burning Wheel for handling this sort of stuff, I still think there are better and worse ways for a D&D GM to handle it, which relate to some of what we've been talking about in this thread like (i) does the GM treat his/her notes as "total" or as a springboard? and (ii) to what extent does the GM follow the fiction and the impetus of play?</p><p></p><p>To relate the above to the example at hand: if the GM narrates the guards, and hints at or foreshadows the sewer, what happens if the PCs start searching for a hidden postern they can enter through? I don't think there's a single best answer, because it's so contextual. If it looks like the players are themselves trying to string things out, or squib in some fashion, because they're having trouble screwing up their courage to try and enter the castle, then as a GM I think it can make sense to force them to confront the choice: <em>Come on, people, what's it going to be? The gate, or the sewer?</em> But if there is something genuinely going on - eg one of the PCs is an engineer or architect and so has some special interest in finding and exploiting the postern - then I think the GM would do better to take it seriously and see where it goes.</p><p></p><p>(The engineer/architect PC is like my bakers and vintners from upthread.)</p><p></p><p>I think this is why it makes sense to talk about principle and approaches that can make for a better or worse play experience. 4e D&D made the GM's job easier, because at a certai point responsibility for following the fiction and working out what happens gets passed off to the skill challenge framework. Whereas in the 5e context there is a risk that everything all the way up to the point of ultimate success or failure is GM decides. But I reckon there must be methods even in 5e for avoiding this - eg whether the postern is discovered or not can be put onto some sort of check or spell use or triggering of a background ability; there are guidelines for establishing encounters on the other side of the postern; etc.</p><p></p><p>If the idea that the player has is genre and gameplay appropriate, then <em>cannot be made to work </em>seems to mean <em>doesn't fit with what the GM had in mind</em>. This is what I am focusing on; and I am saying that, in general, I think it can make for a bad play experience. Because it pushes play towards <em>working out what the GM has in mind </em>rather than <em>engaging and following the fiction</em>.</p><p></p><p>(To be clear: if we're playing OSR-ish/"skilled play" and we're talking about puzzling out the riddling statue, or the room of trapped demi-gods, or similar than it's a different kettle of fish. But most of this thread doesn't seem to be about that sort of play.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8011112, member: 42582"] I was replying to your remark about a murder mystery, not about deciding to sneak past the guards. But in either case, isn't action resolution - applied systematically over the course of play - the way that we find out whether or not the PCs made a poor or mistaken decision? I've called out a few bits of your posts that I wanted to respond to. For this one, I'd often treat getting to the gate as framing rather than action declaration. Unless a player particularly wants to get some advantage out of treating it as an action - less of an issue in D&D, but in other systems this coud be establishing some sort of augment eg for having a Superior Vantage Point. In a lot of these cases I don't even think of it as action resolution. The "genre filter" operates at a prior stage: we don't get to resolution because no permissible action has been declared. Various versions of D&D have a Streetwise or Gather Information skill/ability (eg 4e, 3E, AD&D Oriental Adventures via the Yakuza class, even sages in AD&D and B/X). So even within the compass of D&D there can be action declarations that allow the players to try and expand the scope of future potential action declarations. I have played with D&D GMs whose response to that sort of thing is to shut it down - ie the inquiries produce no new information or options, all the potential informants remain silent, etc. I personally regard that as terrible GMing. I have also played with D&D GMs who don't shut this sort of thing down but string it out endlessly - leads lead to leads lead to leads lead to session after session of trying to "find the plot". I also regard that as awful. Although D&D doesn't have the same sort of crisp framework as (say) Fate or Burning Wheel for handling this sort of stuff, I still think there are better and worse ways for a D&D GM to handle it, which relate to some of what we've been talking about in this thread like (i) does the GM treat his/her notes as "total" or as a springboard? and (ii) to what extent does the GM follow the fiction and the impetus of play? To relate the above to the example at hand: if the GM narrates the guards, and hints at or foreshadows the sewer, what happens if the PCs start searching for a hidden postern they can enter through? I don't think there's a single best answer, because it's so contextual. If it looks like the players are themselves trying to string things out, or squib in some fashion, because they're having trouble screwing up their courage to try and enter the castle, then as a GM I think it can make sense to force them to confront the choice: [I]Come on, people, what's it going to be? The gate, or the sewer?[/I] But if there is something genuinely going on - eg one of the PCs is an engineer or architect and so has some special interest in finding and exploiting the postern - then I think the GM would do better to take it seriously and see where it goes. (The engineer/architect PC is like my bakers and vintners from upthread.) I think this is why it makes sense to talk about principle and approaches that can make for a better or worse play experience. 4e D&D made the GM's job easier, because at a certai point responsibility for following the fiction and working out what happens gets passed off to the skill challenge framework. Whereas in the 5e context there is a risk that everything all the way up to the point of ultimate success or failure is GM decides. But I reckon there must be methods even in 5e for avoiding this - eg whether the postern is discovered or not can be put onto some sort of check or spell use or triggering of a background ability; there are guidelines for establishing encounters on the other side of the postern; etc. If the idea that the player has is genre and gameplay appropriate, then [I]cannot be made to work [/I]seems to mean [I]doesn't fit with what the GM had in mind[/I]. This is what I am focusing on; and I am saying that, in general, I think it can make for a bad play experience. Because it pushes play towards [I]working out what the GM has in mind [/I]rather than [I]engaging and following the fiction[/I]. (To be clear: if we're playing OSR-ish/"skilled play" and we're talking about puzzling out the riddling statue, or the room of trapped demi-gods, or similar than it's a different kettle of fish. But most of this thread doesn't seem to be about that sort of play.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top