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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Siloing: Good or Bad?
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="Imaro" data-source="post: 5040880" data-attributes="member: 48965"><p>So you know everything your campaign will incorporate from the beginning? No new feats, options, etc. allowed once play begins? If not then "play the game" can and already does mean different things to different people as far as D&D is concerned.</p><p> </p><p></p><p> </p><p>Wrong, both statements are true... but apply to toally different parts of the game. Nothing in your example directly affects my characters combat silo... while in my example I can grab 10 of my soldiers and take them into battle with me, thus affecting the combat silo. Your examples are cleanly within the silo... I'm trying to show you it's never that clean cut because players will think outside the box. As another example there are skills which have combat purposes and do make charcaters more effective in the combat silo.</p><p> </p><p> </p><p> </p><p>Why? Since we are getting into definite statements about what there should or shouldn't be a reward for, please expound on why, if I want my character to be the greatest musician ever, why can't I (just like in real life) choose to focus on becoming that to the detriment of other areas?</p><p> </p><p></p><p> </p><p>Brew beer and make a chair? Are we really to the ppoint where we bring out the most absurd examples to debate with... why not stay with the domain silo example instead of going the route of the ridiculous. Also, why do we talk about these instances like the DM is a robot. If I see one of my players has sacrificed combat ability to brew beer or for woodworking (and I'm going to assume that I was just to busy or something to tell him what type of game I'm running), you better believe I'm going to add elements of those skills into many of my adventures. There's also the fact that me not being a robot I can and will extrapolate from those skills so that they apply in a wider range of situations. Perhaps through wood working the PC can identify diffewrent types of wood, knows their locations, what races or tribes frequently use what wood, and so on. But then again I ascribe to the mentality that a DM being able to adapt and individualize encounters for his group is one of his greatest advantages.</p><p> </p><p></p><p> </p><p>Again, what if it doesn't fit my character concept? Better question, why is this needed as opposed to me stepping up, as the DM, and saying what my campaign will be about (whether that entails combat, intrigue, social maneuvering, exploration or whatever) and then my players making appropriate characters? This eliminates every problem you are talking about. What is the advantage of a game designer deciding what is and what isn't important in my game, and inevitably not hitting the mark with some people, as opposed to me stepping up and guiding my players? </p><p> </p><p></p><p> </p><p>Again, so he sits out a portion of the campaign.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5040880, member: 48965"] So you know everything your campaign will incorporate from the beginning? No new feats, options, etc. allowed once play begins? If not then "play the game" can and already does mean different things to different people as far as D&D is concerned. Wrong, both statements are true... but apply to toally different parts of the game. Nothing in your example directly affects my characters combat silo... while in my example I can grab 10 of my soldiers and take them into battle with me, thus affecting the combat silo. Your examples are cleanly within the silo... I'm trying to show you it's never that clean cut because players will think outside the box. As another example there are skills which have combat purposes and do make charcaters more effective in the combat silo. Why? Since we are getting into definite statements about what there should or shouldn't be a reward for, please expound on why, if I want my character to be the greatest musician ever, why can't I (just like in real life) choose to focus on becoming that to the detriment of other areas? Brew beer and make a chair? Are we really to the ppoint where we bring out the most absurd examples to debate with... why not stay with the domain silo example instead of going the route of the ridiculous. Also, why do we talk about these instances like the DM is a robot. If I see one of my players has sacrificed combat ability to brew beer or for woodworking (and I'm going to assume that I was just to busy or something to tell him what type of game I'm running), you better believe I'm going to add elements of those skills into many of my adventures. There's also the fact that me not being a robot I can and will extrapolate from those skills so that they apply in a wider range of situations. Perhaps through wood working the PC can identify diffewrent types of wood, knows their locations, what races or tribes frequently use what wood, and so on. But then again I ascribe to the mentality that a DM being able to adapt and individualize encounters for his group is one of his greatest advantages. Again, what if it doesn't fit my character concept? Better question, why is this needed as opposed to me stepping up, as the DM, and saying what my campaign will be about (whether that entails combat, intrigue, social maneuvering, exploration or whatever) and then my players making appropriate characters? This eliminates every problem you are talking about. What is the advantage of a game designer deciding what is and what isn't important in my game, and inevitably not hitting the mark with some people, as opposed to me stepping up and guiding my players? Again, so he sits out a portion of the campaign. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Siloing: Good or Bad?
Top