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: 8011637" data-attributes="member: 42582"><p>I wasn't contemplating "after the first time". But equally your description is not contemplating "after the first time", given that - after the first time - many things could have changed (burned or broken buildings; injured, departed or deceased people; etc - I mean, this whole thing started from a reference to burning down an orphanage).</p><p></p><p>That's like saying that a Lonely Planet guidebook, or a street directory, has more depth than JRRT's description of Minas Tirith. I simply don't accept the proposition.</p><p></p><p>A simple description of a forlorn face in the window of the curio shop might - depending on context, of course - provide more depth than any amount of description of building layouts and signage.</p><p></p><p></p><p>As it happens, this came up in our session yesterday. The PCs led their warband out on a night time raid against a group of Huns. They had their scout, Algol the bloodthirsty, leading the way. I had the player whose PC has Algol as part of his retinue make a Hunting + Presence check against an appropriate difficulty - the check failed.</p><p></p><p>So I narrated that the group spent most of the night wandering through the hills trying to find the Huns, which eventually they did as the red glow of dawn was just barely visible on the horizon. As a result of spending the night wandering, the PCs and their forces had a one-die penalty to their checks during the ensuing battle.</p><p></p><p>In system terms, what is happening here is that the players have asked for a scene: <em>We find the Huns during the night</em>. I have decided that there is a risk attached to this, of being tired from staying up all night. So I call for a check (in other systems this might be a check to establish an augment, or avoid a complication - eg in Burning Wheel it might be a linked test). The check fails, and so I frame the desired scene but with an attendant penalty applying to the PCs.</p><p></p><p>Deciding whether the players should just get the scene they want - <em>We're in Cheapside Way at midday </em>- or whether it should be complicated in some fashion or even outright denied - is an important aspect of GMing. These decisions involve questions of pacing, degree of challenge, what aspects of the fiction and the characters are to be foregrounded (eg in my example the fact that one of the PCs has a hunter and scout in his service becomes foregrounded), etc.</p><p></p><p>Handling this sort of thing badly - eg go back to [USER=21169]@Doug McCrae[/USER]'s description of his game with Gordon - is in my view one major reason for poor RPG experiences.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8011637, member: 42582"] I wasn't contemplating "after the first time". But equally your description is not contemplating "after the first time", given that - after the first time - many things could have changed (burned or broken buildings; injured, departed or deceased people; etc - I mean, this whole thing started from a reference to burning down an orphanage). That's like saying that a Lonely Planet guidebook, or a street directory, has more depth than JRRT's description of Minas Tirith. I simply don't accept the proposition. A simple description of a forlorn face in the window of the curio shop might - depending on context, of course - provide more depth than any amount of description of building layouts and signage. As it happens, this came up in our session yesterday. The PCs led their warband out on a night time raid against a group of Huns. They had their scout, Algol the bloodthirsty, leading the way. I had the player whose PC has Algol as part of his retinue make a Hunting + Presence check against an appropriate difficulty - the check failed. So I narrated that the group spent most of the night wandering through the hills trying to find the Huns, which eventually they did as the red glow of dawn was just barely visible on the horizon. As a result of spending the night wandering, the PCs and their forces had a one-die penalty to their checks during the ensuing battle. In system terms, what is happening here is that the players have asked for a scene: [I]We find the Huns during the night[/I]. I have decided that there is a risk attached to this, of being tired from staying up all night. So I call for a check (in other systems this might be a check to establish an augment, or avoid a complication - eg in Burning Wheel it might be a linked test). The check fails, and so I frame the desired scene but with an attendant penalty applying to the PCs. Deciding whether the players should just get the scene they want - [I]We're in Cheapside Way at midday [/I]- or whether it should be complicated in some fashion or even outright denied - is an important aspect of GMing. These decisions involve questions of pacing, degree of challenge, what aspects of the fiction and the characters are to be foregrounded (eg in my example the fact that one of the PCs has a hunter and scout in his service becomes foregrounded), etc. Handling this sort of thing badly - eg go back to [USER=21169]@Doug McCrae[/USER]'s description of his game with Gordon - is in my view one major reason for poor RPG experiences. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top