Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
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="hawkeyefan" data-source="post: 8025908" data-attributes="member: 6785785"><p>I suppose this is true in the mos literal sense that yes, ultimately, none of us have to play any game exactly as described in the book. However, I think that all of us would likely agree that certain rules or practices are more concrete than others. </p><p></p><p>When you look at a game that offers specific principles for both players and GMs, these are meant to be more than suggestions. These are intended to be something considered at all times by the respective party.</p><p></p><p></p><p></p><p>Games have mechanics. These should not send participants running for the hills crying about verisimilitude. </p><p></p><p>There's a case to be made for withholding some game mechanics at times......maybe exactly how difficult a task may be is unknown to the person attempting it, and so the DC that the GM sets for the task is not announced to the players. I can understand the appeal of that, even if I don't generally follow that practice. </p><p></p><p>Now....there is also a case for sharing all of the mechanical details of a game because it makes the chances and stakes known. There are no unknown rules that the GM can hide behind, as [USER=16586]@Campbell[/USER] explained. </p><p></p><p>For me, looking at these two approaches, I see both are perfectly valid. I prefer to share more to keep the game more clear for all involved, even if it's at the cost of some immersion or verisimilitude (such loss is minimal, in my experience, but opinions vary).</p><p></p><p></p><p></p><p>I wouldn't say that GM Force is never good, or can never be used effectively....so in that we agree. However, I believe the means in which the GM is able to apply force matter. What limits are in place, what principles guide the use, and so on? </p><p></p><p>To say "a GM may use Force if it leads to a more interesting and better game" is very broad. It's hard to quantify, and also what is "more interesting" and "better" is subjective. </p><p></p><p>This is why it helps when there are principles in place that limit how a GM can apply Force, and how they can exercise their other authority within the game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8025908, member: 6785785"] I suppose this is true in the mos literal sense that yes, ultimately, none of us have to play any game exactly as described in the book. However, I think that all of us would likely agree that certain rules or practices are more concrete than others. When you look at a game that offers specific principles for both players and GMs, these are meant to be more than suggestions. These are intended to be something considered at all times by the respective party. Games have mechanics. These should not send participants running for the hills crying about verisimilitude. There's a case to be made for withholding some game mechanics at times......maybe exactly how difficult a task may be is unknown to the person attempting it, and so the DC that the GM sets for the task is not announced to the players. I can understand the appeal of that, even if I don't generally follow that practice. Now....there is also a case for sharing all of the mechanical details of a game because it makes the chances and stakes known. There are no unknown rules that the GM can hide behind, as [USER=16586]@Campbell[/USER] explained. For me, looking at these two approaches, I see both are perfectly valid. I prefer to share more to keep the game more clear for all involved, even if it's at the cost of some immersion or verisimilitude (such loss is minimal, in my experience, but opinions vary). I wouldn't say that GM Force is never good, or can never be used effectively....so in that we agree. However, I believe the means in which the GM is able to apply force matter. What limits are in place, what principles guide the use, and so on? To say "a GM may use Force if it leads to a more interesting and better game" is very broad. It's hard to quantify, and also what is "more interesting" and "better" is subjective. This is why it helps when there are principles in place that limit how a GM can apply Force, and how they can exercise their other authority within the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
Top