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
Supposing D&D is gamist, what does that mean?
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="AbdulAlhazred" data-source="post: 8626920" data-attributes="member: 82106"><p>Nobody is saying that. What we're saying is that D&D, until 4e talked about quests, never ever provided even the slightest support or help with that. I mean, it WAS acknowledged as a thing that happens, but GMs were simply left totally to their own devices on questions about how, when, why, etc. Beyond that, sometimes D&D actually took a stance AGAINST it. 2e is infamous for this! "Oh, you want to make a magic item!? HAHAHAHAHAHAHAHAHA, go harvest the dying breath of a star, sucker. Oh, and what does that mean? Good luck figuring that out!" I mean, you COULD interpret it to mean "give interesting plot hooks" but the whole thing was almost universally interpreted by GMs to mean "make it so hard that the players will be discouraged from doing this, because you know those sneaky players are just trying to get some vorpal weapons!"</p><p></p><p>No, it is in both books, go back and read the post again! Nor is it really all that much under GM power. 4e states REPEATEDLY that a principle of the game is that the GM needs to 'say yes'. Sure, if you get some bad behavior kind of play where the player decides that building a nuclear device is a great quest, well that isn't going to fly, is it? AFAICT the GM's 'authority' is pretty much limited to that sort of consideration. Issues obviously come up in terms of who gets spotlight time, did the other player's agendas get addressed too, is it practical to go in this direction. Those are things that hardly need to be noted, tables have to decide on that sort of thing and it certainly limits any given player in ALL types of game.</p><p></p><p>Right, but I think what [USER=22779]@Hussar[/USER] is trying to convey is that the TOPIC, the possible range of outcomes and what elements are going to be present in any story is already entirely defined by what the GM put into the sandbox. Yes, the actual outcomes of what happened when the PCs went to the orc lair is undefined, but that is going to be decided by dice and player expertise. Sure, it can go a couple ways, but its a story about fighting orcs. At best the players can go east instead of west and fight bugbears. Heck, they are unlikely to even know which direction leads to which outcome!</p><p></p><p>And I think that D&D progressed a lot from 1e -> 2e -> 3.x -> 4e in terms of that being applicable to the story in a direct way. With 4e it kind of reached a pinnacle. Everything had keywords, it was very easy to combine character elements from any source through a uniform power system, a very solid system of character advancement that was heavily invested in the story of the character (theme, Paragon Path, Epic Destiny, plus heavy feat-based customization). 5e sadly backed off on 4e's explicit description of all of this as story and setting input (although I do think 5e fixed some issues with how 4e's material was structured and presented).</p><p></p><p>I don't think there are 'recognizable common definitions' for most of this, frankly. I think there was a lot of people talking past each other, and then someone said "here's how I am defining things so you understand me." Nobody is being obfuscatory, if we simply use undefined words and hope that everyone understands, it fails to happen. D&D has terminology, hit point, monster, PC, DM, save, attack roll, armor class, etc. Without those commonly understood definitions it would be unplayable. Just ask some newbie that comes to a table and can't make heads or tails of what's going on for the first 2 weeks.</p><p></p><p>Well, the story STARTS to be told, IMHO, when someone sits down and says "OK, there's a wilderness here, and a town there, and an orc lair in a hill over here..." No, it isn't finished until its played out, but it didn't START at the instant the players were told "OK, you're all in the tavern..."</p><p></p><p>That's not ENTIRELY true. If you tell me my character is in an east/west passage, I may have a choice, but A) is it meaningful? (only if you tell me what the significance of the directions is) and B) its only a very limited choice, what the plot is ABOUT was defined by the GM, entirely. Now, in certain situations you may take player input into things, like they suggest they want to make an item and you figure out what the outcome of that is.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8626920, member: 82106"] Nobody is saying that. What we're saying is that D&D, until 4e talked about quests, never ever provided even the slightest support or help with that. I mean, it WAS acknowledged as a thing that happens, but GMs were simply left totally to their own devices on questions about how, when, why, etc. Beyond that, sometimes D&D actually took a stance AGAINST it. 2e is infamous for this! "Oh, you want to make a magic item!? HAHAHAHAHAHAHAHAHA, go harvest the dying breath of a star, sucker. Oh, and what does that mean? Good luck figuring that out!" I mean, you COULD interpret it to mean "give interesting plot hooks" but the whole thing was almost universally interpreted by GMs to mean "make it so hard that the players will be discouraged from doing this, because you know those sneaky players are just trying to get some vorpal weapons!" No, it is in both books, go back and read the post again! Nor is it really all that much under GM power. 4e states REPEATEDLY that a principle of the game is that the GM needs to 'say yes'. Sure, if you get some bad behavior kind of play where the player decides that building a nuclear device is a great quest, well that isn't going to fly, is it? AFAICT the GM's 'authority' is pretty much limited to that sort of consideration. Issues obviously come up in terms of who gets spotlight time, did the other player's agendas get addressed too, is it practical to go in this direction. Those are things that hardly need to be noted, tables have to decide on that sort of thing and it certainly limits any given player in ALL types of game. Right, but I think what [USER=22779]@Hussar[/USER] is trying to convey is that the TOPIC, the possible range of outcomes and what elements are going to be present in any story is already entirely defined by what the GM put into the sandbox. Yes, the actual outcomes of what happened when the PCs went to the orc lair is undefined, but that is going to be decided by dice and player expertise. Sure, it can go a couple ways, but its a story about fighting orcs. At best the players can go east instead of west and fight bugbears. Heck, they are unlikely to even know which direction leads to which outcome! And I think that D&D progressed a lot from 1e -> 2e -> 3.x -> 4e in terms of that being applicable to the story in a direct way. With 4e it kind of reached a pinnacle. Everything had keywords, it was very easy to combine character elements from any source through a uniform power system, a very solid system of character advancement that was heavily invested in the story of the character (theme, Paragon Path, Epic Destiny, plus heavy feat-based customization). 5e sadly backed off on 4e's explicit description of all of this as story and setting input (although I do think 5e fixed some issues with how 4e's material was structured and presented). I don't think there are 'recognizable common definitions' for most of this, frankly. I think there was a lot of people talking past each other, and then someone said "here's how I am defining things so you understand me." Nobody is being obfuscatory, if we simply use undefined words and hope that everyone understands, it fails to happen. D&D has terminology, hit point, monster, PC, DM, save, attack roll, armor class, etc. Without those commonly understood definitions it would be unplayable. Just ask some newbie that comes to a table and can't make heads or tails of what's going on for the first 2 weeks. Well, the story STARTS to be told, IMHO, when someone sits down and says "OK, there's a wilderness here, and a town there, and an orc lair in a hill over here..." No, it isn't finished until its played out, but it didn't START at the instant the players were told "OK, you're all in the tavern..." That's not ENTIRELY true. If you tell me my character is in an east/west passage, I may have a choice, but A) is it meaningful? (only if you tell me what the significance of the directions is) and B) its only a very limited choice, what the plot is ABOUT was defined by the GM, entirely. Now, in certain situations you may take player input into things, like they suggest they want to make an item and you figure out what the outcome of that is. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top