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
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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: 8830735" data-attributes="member: 42582"><p>The vehemence that is apparent in some of the posts in this thread surprises me.</p><p></p><p>In my most recent RPG sessions we've been playing Torchbearer 2e - it's a system that is a homage to classic D&D, but mechanically is a variant on Burning Wheel. It has a reasonably consistent extended contest procedure that can be used to resolve a range of conflicts: kill, capture, drive off, flee/pursue, convince, convince crowed, trick, etc.</p><p></p><p>The conflict type is established by a combination of fiction and stakes. Generally the players have a big say, but in some circumstances (eg in response to a failed check) the GM gets to set the stakes. If the players win the extended contest they get the core of what they want, but depending on their degree of victory (ie how much did it fall short of total victory) they have to compromise. And vice versa if they lose.</p><p></p><p>It's crucial to resolving an extended contest that the players see their rolls, act on knowledge of what they roll, be able to use their dice pool and dice result manipulation resources, etc - this is how they can try and shape outcomes in ways that they want to, based on their degree of investment and their judgements about resource management.</p><p></p><p>It's also the case that everyone is bound by outcomes. So in a kill conflict, a compromise can involve PCs injured or even killed. In a drive off conflict, a compromise may involve the PCs being delayed, or reinforcements turning up, or the fleeing enemies taking their loot with them.</p><p></p><p>In a social conflict - like convince, convince crowd, or trick - a compromise may mean that the PCs are convinced, or have to keep a promise they made, or are themselves tricked. Players not abiding by the outcome would be tantamount to cheating.</p><p></p><p>So this system has plenty of metagaming. And also plenty of "roleplaying" in the sense of players being bound by outcomes in the play of their PCs. The two are not at odds.</p><p></p><p>Another system I really like is Classic Traveller. It has nothing like Torchbearer extended conflicts. Nor does it have any way of generating outcomes that bind players in the play of their PCs in the way a TB convince or trick conflict might - its social mechanics are purely one-way (ie for finding out how NPCs respond to PCs), with the exception of morale rules which can bind PCs to surrender or flee. There's less metagaming in Traveller than Torchbearer in my experience, because of the different mechanics. There is still plenty of roleplaying.</p><p></p><p>4e D&D plays differently from both these systems. Marvel Heroic RP plays fairly similarly to Torchbearer. Cthulhu Dark plays fairly close to Classic Traveller. Etc, etc.</p><p></p><p>These vehement assertions about what's "cheating" and what's "roleplaying" seem to be grounded in a very narrow conception - frankly, what sometimes looks like an ignorant conception - of the variety of RPGs and approaches to RPGing that exist.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8830735, member: 42582"] The vehemence that is apparent in some of the posts in this thread surprises me. In my most recent RPG sessions we've been playing Torchbearer 2e - it's a system that is a homage to classic D&D, but mechanically is a variant on Burning Wheel. It has a reasonably consistent extended contest procedure that can be used to resolve a range of conflicts: kill, capture, drive off, flee/pursue, convince, convince crowed, trick, etc. The conflict type is established by a combination of fiction and stakes. Generally the players have a big say, but in some circumstances (eg in response to a failed check) the GM gets to set the stakes. If the players win the extended contest they get the core of what they want, but depending on their degree of victory (ie how much did it fall short of total victory) they have to compromise. And vice versa if they lose. It's crucial to resolving an extended contest that the players see their rolls, act on knowledge of what they roll, be able to use their dice pool and dice result manipulation resources, etc - this is how they can try and shape outcomes in ways that they want to, based on their degree of investment and their judgements about resource management. It's also the case that everyone is bound by outcomes. So in a kill conflict, a compromise can involve PCs injured or even killed. In a drive off conflict, a compromise may involve the PCs being delayed, or reinforcements turning up, or the fleeing enemies taking their loot with them. In a social conflict - like convince, convince crowd, or trick - a compromise may mean that the PCs are convinced, or have to keep a promise they made, or are themselves tricked. Players not abiding by the outcome would be tantamount to cheating. So this system has plenty of metagaming. And also plenty of "roleplaying" in the sense of players being bound by outcomes in the play of their PCs. The two are not at odds. Another system I really like is Classic Traveller. It has nothing like Torchbearer extended conflicts. Nor does it have any way of generating outcomes that bind players in the play of their PCs in the way a TB convince or trick conflict might - its social mechanics are purely one-way (ie for finding out how NPCs respond to PCs), with the exception of morale rules which can bind PCs to surrender or flee. There's less metagaming in Traveller than Torchbearer in my experience, because of the different mechanics. There is still plenty of roleplaying. 4e D&D plays differently from both these systems. Marvel Heroic RP plays fairly similarly to Torchbearer. Cthulhu Dark plays fairly close to Classic Traveller. Etc, etc. These vehement assertions about what's "cheating" and what's "roleplaying" seem to be grounded in a very narrow conception - frankly, what sometimes looks like an ignorant conception - of the variety of RPGs and approaches to RPGing that exist. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
Top