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
Sorry - I think the point was missed...
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="SweeneyTodd" data-source="post: 2419418" data-attributes="member: 9391"><p>I think this discussion is very helpful. I think the core issue kind of comes out in what you said above, as far as what we were talking about in rules-light games was so different from your understanding.</p><p></p><p>What we're really talking about, I think, is style of play. I don't mean that as high level vs. low level, high magic vs. low magic, what game world it's set in, etc. You can vary all those and still be playing the same style.</p><p></p><p>I'm talking about style in terms of "campaign is about defeating tactical challenges" vs "campaign is about the decisions the players make" or "GM defines plot, players experience it' vs "Plot is defined through player decisions and GM handling of their consequences".</p><p></p><p>For the style that I think you're thinking of as the one way people play RPGs, there's a heavy focus on physical challenges like combat, and so those challenges are handled in high detail. What about another style of game, that's about characters dealing with the tension between getting what they want and treating other people fairly? That could be an interesting game (I hope so, it's basically my current campaign), and in that kind of game you might put a lot more screen time on character decisions and the consequences they have on family and friends. It might matter that a PC beat up someone who was opposing them, but the decision to have it come to blows would merit much more screen time than the fight itself.</p><p></p><p>For a style of play that really isn't about fighting, having lots of rules that focus on physical combat just serves to dilute the game. If the real issue is "Do I pay the blackmailer to keep him from telling my wife I'm having an affair, beat him up, or come clean with my wife?", then it isn't worth spending a lot of detail on the fist fight. It's just not what the game is about.</p><p></p><p>As far as characters describing their actions any way they wanted, yes, that happens, and it doesn't necessarily have a mechanical effect. But descriptions of actions don't just have to be fun color. They are a way for the player to say things about their character.</p><p></p><p>Wierd example here, but let's pretend the movie <em>The Princess Bride</em> was a roleplaying campaign. The theme might have been "How far will you go for love?" There's a fight between Inigo and Wesley that's a great fencing scene, lots of detail, fun stuff. Is the scene about two master swordsmen trying to kill each other? Not really, IMO. It's about Wesley's devotion to Buttercup (he's trying to save her) versus Inigo's devotion to his father (he's become a master fencer so that one day he can get his revenge). The real point of the scene is to show that the two PCs are so obsessed with their own goals that they're fighting, even though they don't really have any reason to. In that case, all the detail of the fight is just narrated color the players came up with, but it's still meaningful.</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 2419418, member: 9391"] I think this discussion is very helpful. I think the core issue kind of comes out in what you said above, as far as what we were talking about in rules-light games was so different from your understanding. What we're really talking about, I think, is style of play. I don't mean that as high level vs. low level, high magic vs. low magic, what game world it's set in, etc. You can vary all those and still be playing the same style. I'm talking about style in terms of "campaign is about defeating tactical challenges" vs "campaign is about the decisions the players make" or "GM defines plot, players experience it' vs "Plot is defined through player decisions and GM handling of their consequences". For the style that I think you're thinking of as the one way people play RPGs, there's a heavy focus on physical challenges like combat, and so those challenges are handled in high detail. What about another style of game, that's about characters dealing with the tension between getting what they want and treating other people fairly? That could be an interesting game (I hope so, it's basically my current campaign), and in that kind of game you might put a lot more screen time on character decisions and the consequences they have on family and friends. It might matter that a PC beat up someone who was opposing them, but the decision to have it come to blows would merit much more screen time than the fight itself. For a style of play that really isn't about fighting, having lots of rules that focus on physical combat just serves to dilute the game. If the real issue is "Do I pay the blackmailer to keep him from telling my wife I'm having an affair, beat him up, or come clean with my wife?", then it isn't worth spending a lot of detail on the fist fight. It's just not what the game is about. As far as characters describing their actions any way they wanted, yes, that happens, and it doesn't necessarily have a mechanical effect. But descriptions of actions don't just have to be fun color. They are a way for the player to say things about their character. Wierd example here, but let's pretend the movie [i]The Princess Bride[/i] was a roleplaying campaign. The theme might have been "How far will you go for love?" There's a fight between Inigo and Wesley that's a great fencing scene, lots of detail, fun stuff. Is the scene about two master swordsmen trying to kill each other? Not really, IMO. It's about Wesley's devotion to Buttercup (he's trying to save her) versus Inigo's devotion to his father (he's become a master fencer so that one day he can get his revenge). The real point of the scene is to show that the two PCs are so obsessed with their own goals that they're fighting, even though they don't really have any reason to. In that case, all the detail of the fight is just narrated color the players came up with, but it's still meaningful. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sorry - I think the point was missed...
Top