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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
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="clearstream" data-source="post: 8500322" data-attributes="member: 71699"><p>[USER=6787503]@Hriston[/USER] to tie things back to your concerns, a fable.</p><p></p><p>In the unlit time before, a group of wargamers were playing a tabletop armies wargame. As they played, they told themselves stories about their white metal miniatures. This officer was impetuous, that allied detachment that broke early was in the pay of their enemy.</p><p></p><p>One day they tried a skirmish level tabletop battle, and noticed that it was even easier for them to tell stories to themselves about the individual figures as they played. When this first happened those figures were still not much more than <em>Chess</em> pieces. In a way, they were making a a story for each piece as it traversed the board. The bold Pawn, who hoped to discover himself really a Queen. The dashing Knight. (Later, across the sea, some other wargamers made much gold from writing expansive stories for each figure.)</p><p></p><p>The wargamers enjoyed their stories so much that they came to play only skirmish games, and shifted their settings into the pretend worlds that they had loved to read about. Being wargamers, they came up with detailed parameters for their figures, that were mostly about fighting... and doing some of the other things heroes did in the stories they had read.</p><p></p><p>Several of their number set out on great quests to make the whole pretend world. Long years passed, and each returned with broken armour on lathered horses. But elsewhere, a new light was dawning. </p><p></p><p>Some players had become very interested in their characters. They hoped to get an experience from RPGing that more closely resembled a story in the sense studied in schools and drama. Protagonists, antagonists, emotion, inner progress.</p><p></p><p>The parameters and rules that had satisfied the wargamers got in the way of this, or at least didn't fulfil it. So they added bonds and flaws - things their characters would care about - that could change them. Behind them, however, was a dreadful spectre. A revenant of a wargamer in each group who had been crowned high-ruler. </p><p></p><p>The spectre saw that if it was high-ruler of everything wargamers cared about, and everything dramatists cared about, then it would control <em>everything</em>. It would say who did what, and why. But it was defied. Some dramatists saw that they could choose what the spectre controlled. The spectre had grown used to saying what was in the world, but the dramatists saw that they could share this power among themselves, so that even if they submitted to the spectre (in its many forms and proxies) on deep, moving, and personal change to their now dramatic characters, they might still play a crucial part in saying what happened.</p><p></p><p>The stories they could tell were no longer those of simple pretend battles, or vaster pretend worlds, but now of the dramatic spaces inside themselves. Those spaces had always been compelling to explore.</p><p></p><p>But it was a choice: they could not banish the spectre, because the spectre was also what made their stories into games, rather than pre-told, linear narrative, or theatric improv.</p><p></p><p>Some asked if this land they had reached was the last land, or might there be other lands beyond? And they were rightly reviled, for what good had ever come of defying that which is known.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8500322, member: 71699"] [USER=6787503]@Hriston[/USER] to tie things back to your concerns, a fable. In the unlit time before, a group of wargamers were playing a tabletop armies wargame. As they played, they told themselves stories about their white metal miniatures. This officer was impetuous, that allied detachment that broke early was in the pay of their enemy. One day they tried a skirmish level tabletop battle, and noticed that it was even easier for them to tell stories to themselves about the individual figures as they played. When this first happened those figures were still not much more than [I]Chess[/I] pieces. In a way, they were making a a story for each piece as it traversed the board. The bold Pawn, who hoped to discover himself really a Queen. The dashing Knight. (Later, across the sea, some other wargamers made much gold from writing expansive stories for each figure.) The wargamers enjoyed their stories so much that they came to play only skirmish games, and shifted their settings into the pretend worlds that they had loved to read about. Being wargamers, they came up with detailed parameters for their figures, that were mostly about fighting... and doing some of the other things heroes did in the stories they had read. Several of their number set out on great quests to make the whole pretend world. Long years passed, and each returned with broken armour on lathered horses. But elsewhere, a new light was dawning. Some players had become very interested in their characters. They hoped to get an experience from RPGing that more closely resembled a story in the sense studied in schools and drama. Protagonists, antagonists, emotion, inner progress. The parameters and rules that had satisfied the wargamers got in the way of this, or at least didn't fulfil it. So they added bonds and flaws - things their characters would care about - that could change them. Behind them, however, was a dreadful spectre. A revenant of a wargamer in each group who had been crowned high-ruler. The spectre saw that if it was high-ruler of everything wargamers cared about, and everything dramatists cared about, then it would control [I]everything[/I]. It would say who did what, and why. But it was defied. Some dramatists saw that they could choose what the spectre controlled. The spectre had grown used to saying what was in the world, but the dramatists saw that they could share this power among themselves, so that even if they submitted to the spectre (in its many forms and proxies) on deep, moving, and personal change to their now dramatic characters, they might still play a crucial part in saying what happened. The stories they could tell were no longer those of simple pretend battles, or vaster pretend worlds, but now of the dramatic spaces inside themselves. Those spaces had always been compelling to explore. But it was a choice: they could not banish the spectre, because the spectre was also what made their stories into games, rather than pre-told, linear narrative, or theatric improv. Some asked if this land they had reached was the last land, or might there be other lands beyond? And they were rightly reviled, for what good had ever come of defying that which is known. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Roleplaying in D&D 5E: It’s How You Play the Game
Top