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
Simulation vs Game - Where should D&D 5e aim?
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="Aenghus" data-source="post: 6303592" data-attributes="member: 2656"><p>The suspicion that statements like this inspire is because unfortunately there are DMs out there who aren't acting in good faith, just as there are players who aren't acting in good faith. In the early days I think DMs had to do a lot of crowd control of the latter, and the default of "if in doubt say no" came from a combination of response to ludicrous requests and adversarial DMing.</p><p></p><p>I'm a lot more choosey about who I play with nowadays, and see very little crowd control. IMO it's not good DMing to keep saying "no" to players acting in good faith, it sends the wrong message. IMO It's mostly players flailing around in the dark who attempt the ludicrous, either in ignorance or a sense of despair. </p><p></p><p>The more opaque the DM's rulings are, the more hidden backstory locks the game down , the harder it is for players to discern what plans are viable and what aren't. I've seen situations where the lack of feedback from the DM renders player decisions essentially random, creating immense frustration. This can cause some players seeking entertainment out of the game in other ways, and acting out, leading to a vicious spiral of frustrated deprotagonised players and an angry frustrated DM. </p><p></p><p>My solution to such problems is to try and nip them in the bud. If the players concoct a plan that isn't viable, let them know that before they waste the whole session on it, and try and impart at least some of the information why that is the case. </p><p></p><p>Also, most players nowadays have more experience of various RPGs and are more open to making the game more of a collaborative process than an adversarial one. The players aren't the enemy and treating them like the enemy isn't appropriate in most games IMO.</p><p></p><p>Different groups have different tastes, and different levels of tolerance for setbacks and red herrings. It is possible to break a group, damage their morale so badly the group splits up. I've seen it happen, and think that if a DM sees the possibility beforehand they should try to prevent it.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6303592, member: 2656"] The suspicion that statements like this inspire is because unfortunately there are DMs out there who aren't acting in good faith, just as there are players who aren't acting in good faith. In the early days I think DMs had to do a lot of crowd control of the latter, and the default of "if in doubt say no" came from a combination of response to ludicrous requests and adversarial DMing. I'm a lot more choosey about who I play with nowadays, and see very little crowd control. IMO it's not good DMing to keep saying "no" to players acting in good faith, it sends the wrong message. IMO It's mostly players flailing around in the dark who attempt the ludicrous, either in ignorance or a sense of despair. The more opaque the DM's rulings are, the more hidden backstory locks the game down , the harder it is for players to discern what plans are viable and what aren't. I've seen situations where the lack of feedback from the DM renders player decisions essentially random, creating immense frustration. This can cause some players seeking entertainment out of the game in other ways, and acting out, leading to a vicious spiral of frustrated deprotagonised players and an angry frustrated DM. My solution to such problems is to try and nip them in the bud. If the players concoct a plan that isn't viable, let them know that before they waste the whole session on it, and try and impart at least some of the information why that is the case. Also, most players nowadays have more experience of various RPGs and are more open to making the game more of a collaborative process than an adversarial one. The players aren't the enemy and treating them like the enemy isn't appropriate in most games IMO. Different groups have different tastes, and different levels of tolerance for setbacks and red herrings. It is possible to break a group, damage their morale so badly the group splits up. I've seen it happen, and think that if a DM sees the possibility beforehand they should try to prevent it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Simulation vs Game - Where should D&D 5e aim?
Top