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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
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="Ariosto" data-source="post: 5109928" data-attributes="member: 80487"><p>I find "enough" arguing too damned obnoxiously that only fools, or wicked men, and mostly wicked fools, run old-style campaigns ... or else that no one ever really has, so there's just been a parade of liars, or self-deluding people, or deluded liars, ever since 1972.</p><p></p><p>They have so subverted the 'sandbox' neologism that I am not about to claim it as defining my <em>Dungeons & Dragons campaign</em>. Hell no.</p><p></p><p>In fact, it appears to me that the assumption that "telling the story" is the purpose is overwhelmingly taken for granted. People who even <em>take</em> the old approach seem very rare here, even if <em>all of them</em> were to "suggest that it is somehow superior".</p><p></p><p>Well, of course it is -- in just the 'how' that one appreciates enough to choose it. Preferences are <em>different</em>, but it does not follow that they are <em>unfounded</em>. The ultimate foundation is that <em>people</em> are different, to the point of being individually unique.</p><p></p><p>Likes and dislikes might be touchier subjects to those who have invested a lot (even literally, in dollars!) in the premise that there is in fact an objectively better game. That seems often to come along with some other baggage that creates paradox in rhetoric, if not deep cognitive dissonance.</p><p></p><p>If you mean that preparing my old-style D&D campaign as a <em>persisting environment for players to explore</em> somehow takes <strong>more</strong> work than creating one <em>single-use scenario</em> after another, then you are mistaken. My experience is in fact <strong>just the opposite</strong>.</p><p></p><p>Not that it's a big issue with a game that in neither case involves long "stat blocks" or other such "modern conveniences" that really do require a lot of time and energy (maybe even subscription to a computerized database?) to prepare.</p><p></p><p>The flip-side is that neither does it take so long to play through a "mechanics-heavy" situation such as a fight (and 4E-style "skill challenges" are just not on my menu at all) -- so players 'encounter' more per unit of play time.</p><p></p><p>I wonder how much the problem of "lost" players has to do with the shift -- 'officially', at least as default, back in 2E AD&D -- to a points system that basically <em>rewards</em> wandering around getting into fights just for the heck of it.</p><p></p><p>Then there are the many DMs who disdain <em>any</em> system that actually lets players see and choose from risk-reward mixes. "You'll get what I give ya, and <em>like</em> it!" is one way to put it. More fashionable is, "You'll advance at the same rate no matter what".</p><p></p><p>So, yeah, when you throw out the convention -- used in every other popular game that comes to my mind -- of <em>readily identified objectives</em> ... maybe players are going to wonder what they're supposed to do to play the freaking game.</p><p></p><p>I don't see that problem in old D&D much more than in, e.g., Diplomacy.</p><p></p><p>Having a default "object of the game", even stereotyped "openings", to avoid "options paralysis" <em>does not limit players to only those goals</em>. Sure, scoring points and gaining levels is fun -- but it's not the only thing that someone might find fun.</p><p></p><p>In old D&D, levels don't really have much to do with the vast majority of things a person might want to do. Getting levels primarily makes it easier to do stuff that gains XP and thus further levels, but then you need to do harder and more stuff.</p><p></p><p>Particular "game mechanics" matter, and so does the bigger picture of the game.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5109928, member: 80487"] I find "enough" arguing too damned obnoxiously that only fools, or wicked men, and mostly wicked fools, run old-style campaigns ... or else that no one ever really has, so there's just been a parade of liars, or self-deluding people, or deluded liars, ever since 1972. They have so subverted the 'sandbox' neologism that I am not about to claim it as defining my [I]Dungeons & Dragons campaign[/I]. Hell no. In fact, it appears to me that the assumption that "telling the story" is the purpose is overwhelmingly taken for granted. People who even [I]take[/I] the old approach seem very rare here, even if [I]all of them[/I] were to "suggest that it is somehow superior". Well, of course it is -- in just the 'how' that one appreciates enough to choose it. Preferences are [I]different[/I], but it does not follow that they are [I]unfounded[/I]. The ultimate foundation is that [I]people[/I] are different, to the point of being individually unique. Likes and dislikes might be touchier subjects to those who have invested a lot (even literally, in dollars!) in the premise that there is in fact an objectively better game. That seems often to come along with some other baggage that creates paradox in rhetoric, if not deep cognitive dissonance. If you mean that preparing my old-style D&D campaign as a [I]persisting environment for players to explore[/I] somehow takes [B]more[/B] work than creating one [I]single-use scenario[/I] after another, then you are mistaken. My experience is in fact [B]just the opposite[/B]. Not that it's a big issue with a game that in neither case involves long "stat blocks" or other such "modern conveniences" that really do require a lot of time and energy (maybe even subscription to a computerized database?) to prepare. The flip-side is that neither does it take so long to play through a "mechanics-heavy" situation such as a fight (and 4E-style "skill challenges" are just not on my menu at all) -- so players 'encounter' more per unit of play time. I wonder how much the problem of "lost" players has to do with the shift -- 'officially', at least as default, back in 2E AD&D -- to a points system that basically [I]rewards[/I] wandering around getting into fights just for the heck of it. Then there are the many DMs who disdain [I]any[/I] system that actually lets players see and choose from risk-reward mixes. "You'll get what I give ya, and [I]like[/I] it!" is one way to put it. More fashionable is, "You'll advance at the same rate no matter what". So, yeah, when you throw out the convention -- used in every other popular game that comes to my mind -- of [I]readily identified objectives[/I] ... maybe players are going to wonder what they're supposed to do to play the freaking game. I don't see that problem in old D&D much more than in, e.g., Diplomacy. Having a default "object of the game", even stereotyped "openings", to avoid "options paralysis" [I]does not limit players to only those goals[/I]. Sure, scoring points and gaining levels is fun -- but it's not the only thing that someone might find fun. In old D&D, levels don't really have much to do with the vast majority of things a person might want to do. Getting levels primarily makes it easier to do stuff that gains XP and thus further levels, but then you need to do harder and more stuff. Particular "game mechanics" matter, and so does the bigger picture of the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Should the DM accommodate characters, or characters accommodate DMs?
Top