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 this be fixed
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: 5577559" data-attributes="member: 42582"><p>I can see why you see the risk.</p><p></p><p></p><p>I have got this sort of thing happening in games with the sort of mechanics you refer to here - the paladin story I mentioned upthread, which happened in RM, is an example. </p><p></p><p>I'm a big fan of vanilla narrativism - I was a vanilla narrativist before I was a FoRE, and part of what made me a FoRE was finding someone who could coherently interpret my play experience to me - but I think I see more thematic play in a system that is a bit more forgiving of inexpedience.</p><p></p><p>A big consideration, in my view, is what happens to that player if his(?) PC is killed by the Cardinal's Guards? If he's staking "winning or losing" the game on the roll that's one thing; if by taking the challenge he "wins" whatever happens (even if winning here just means something like "earns group approval, so that if his PC dies he will be able to bring into play one of his PCs offsiders as his new PC") then there's a sense in which the informal table rules have supported his choice.</p><p></p><p>4e is more forgiving than RM even without such informal table rules, because the nexus between expedience and mechanical success is much looser than in a more purist-for-system game like RM. But as I said earlier, it pushes less hard in this sort of way than many other modern games.</p><p></p><p>It's very hard to tell when you're comparing techniques and play experiences over the internet, but I think the main way that I GM differently from you is this: you have a rich backstory with random tables to generate coincidences that the players must then exploit; whereas I have a loose backstory and make self-conscious choices to create situations that the players must then exploit (and at the same time thereby firming up the backstory).</p><p></p><p>I don't know if you looked at Raven Crowking's blog where he talked about the importance of mundane animal encounters, but that is close to the opposite of my approach, which focuses only on the "relevant" details. I'm not sure whether or not my players experience immersion, but I don't think they could experience "I'm really in this fantasy world" immersion (unless they're doing all the heavy lifting themselves) - if they're relying on me, it would have to be some sort of "emotional investment" immersion.</p><p></p><p>I don't know how much you use fine points of detail to draw your players into the world - it would seem to me to fit with the idea of a detailed backstory and detailed random tables - but if you do a lot of that then that would be another difference between our approaches. From my impression of your game, I could see your players asking "What would my guy do?", whereas for my players I think it is more often "What should (I have) my guy do?".</p><p></p><p>Of course, in cases like your player whose PC took the fire from the Cardinal's Guards, or my player whose paladin took the punches from the demon, these two questions can merge into one.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5577559, member: 42582"] I can see why you see the risk. I have got this sort of thing happening in games with the sort of mechanics you refer to here - the paladin story I mentioned upthread, which happened in RM, is an example. I'm a big fan of vanilla narrativism - I was a vanilla narrativist before I was a FoRE, and part of what made me a FoRE was finding someone who could coherently interpret my play experience to me - but I think I see more thematic play in a system that is a bit more forgiving of inexpedience. A big consideration, in my view, is what happens to that player if his(?) PC is killed by the Cardinal's Guards? If he's staking "winning or losing" the game on the roll that's one thing; if by taking the challenge he "wins" whatever happens (even if winning here just means something like "earns group approval, so that if his PC dies he will be able to bring into play one of his PCs offsiders as his new PC") then there's a sense in which the informal table rules have supported his choice. 4e is more forgiving than RM even without such informal table rules, because the nexus between expedience and mechanical success is much looser than in a more purist-for-system game like RM. But as I said earlier, it pushes less hard in this sort of way than many other modern games. It's very hard to tell when you're comparing techniques and play experiences over the internet, but I think the main way that I GM differently from you is this: you have a rich backstory with random tables to generate coincidences that the players must then exploit; whereas I have a loose backstory and make self-conscious choices to create situations that the players must then exploit (and at the same time thereby firming up the backstory). I don't know if you looked at Raven Crowking's blog where he talked about the importance of mundane animal encounters, but that is close to the opposite of my approach, which focuses only on the "relevant" details. I'm not sure whether or not my players experience immersion, but I don't think they could experience "I'm really in this fantasy world" immersion (unless they're doing all the heavy lifting themselves) - if they're relying on me, it would have to be some sort of "emotional investment" immersion. I don't know how much you use fine points of detail to draw your players into the world - it would seem to me to fit with the idea of a detailed backstory and detailed random tables - but if you do a lot of that then that would be another difference between our approaches. From my impression of your game, I could see your players asking "What would my guy do?", whereas for my players I think it is more often "What should (I have) my guy do?". Of course, in cases like your player whose PC took the fire from the Cardinal's Guards, or my player whose paladin took the punches from the demon, these two questions can merge into one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Should this be fixed
Top