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
*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="clearstream" data-source="post: 8646861" data-attributes="member: 71699"><p>I'm reluctant to impute a lack of sophistication to players. For example, I would not make the assumption that players who choose fighter will always prefer rules that make their characters stronger, because (apposite the thread topic) that could prevent the game being appealing on the qualities that matter to them.</p><p></p><p></p><p>Yes. I nowhere suppose that players aren't able to consider the system overall in choosing to follow a rule. And that is a fairly obvious case of my rubric, i.e. that agreement to a game rule is never located in that rule.</p><p></p><p></p><p>Possibly that opacity comes down to our looking at these things through different lenses? Yesterday I found this from Vincent Baker (2015)</p><p></p><p></p><p></p><p></p><p></p><p>With those thoughts in mind, I'm not sure one can accurately connect incomplete memories of play with supposed creative agendas. For example, I observe players in our group having rich sets of intentions. When it comes to attempting something specific that justifies a roll, they don't recite those intentions. Nevertheless, they seldom attempt actions without underlying intent.</p><p></p><p>Maybe it can be understood like this, using the example of opening a safe</p><ol> <li data-xf-list-type="ol">It may seem counter-intuitive, but in 5e, you <strong>don't roll</strong> to open a safe</li> <li data-xf-list-type="ol">Per DMG 237, what you are really rolling for is consequences</li> <li data-xf-list-type="ol">Thus, the only possible outcomes are<ol> <li data-xf-list-type="ol">you open the safe</li> <li data-xf-list-type="ol">you become engaged with additional consequences</li> </ol></li> </ol><p>I can wonder - what if the safe is empty? The answer depends on our decisions about the kind of play we are interested in. Perhaps if we are immersionists, we'd like to imagine possibly empty safes.</p><p></p><p>I can wonder - what consequences? As I have said, for me the answer is strictly those constrained by situation, description, system. For another DM, the answer could be entirely different. And that will matter. For 5e system <em>and</em> DM matters.</p><p></p><p>Per RAW, there aren't typically dead-end ability checks in 5e. I'm not saying they couldn't come up sometimes in an interesting way, but that isn't the default. In understanding ability checks for 5e, you can comfortably start with examples like the one you quoted from the primer. Later, you might read PHB 174 and pick up more sophistication. Eventually, you'll get familiar with the whole Core and see what's possible.</p><p></p><p>Maybe the different ways that each DM can answer those questions (the two "I can wonder"s) connects to your creative agendas?</p><p></p><p></p><p>The poster promised an update and I'd like to wait to hear their further thoughts.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8646861, member: 71699"] I'm reluctant to impute a lack of sophistication to players. For example, I would not make the assumption that players who choose fighter will always prefer rules that make their characters stronger, because (apposite the thread topic) that could prevent the game being appealing on the qualities that matter to them. Yes. I nowhere suppose that players aren't able to consider the system overall in choosing to follow a rule. And that is a fairly obvious case of my rubric, i.e. that agreement to a game rule is never located in that rule. Possibly that opacity comes down to our looking at these things through different lenses? Yesterday I found this from Vincent Baker (2015) With those thoughts in mind, I'm not sure one can accurately connect incomplete memories of play with supposed creative agendas. For example, I observe players in our group having rich sets of intentions. When it comes to attempting something specific that justifies a roll, they don't recite those intentions. Nevertheless, they seldom attempt actions without underlying intent. Maybe it can be understood like this, using the example of opening a safe [LIST=1] [*]It may seem counter-intuitive, but in 5e, you [B]don't roll[/B] to open a safe [*]Per DMG 237, what you are really rolling for is consequences [*]Thus, the only possible outcomes are [LIST=1] [*]you open the safe [*]you become engaged with additional consequences [/LIST] [/LIST] I can wonder - what if the safe is empty? The answer depends on our decisions about the kind of play we are interested in. Perhaps if we are immersionists, we'd like to imagine possibly empty safes. I can wonder - what consequences? As I have said, for me the answer is strictly those constrained by situation, description, system. For another DM, the answer could be entirely different. And that will matter. For 5e system [I]and[/I] DM matters. Per RAW, there aren't typically dead-end ability checks in 5e. I'm not saying they couldn't come up sometimes in an interesting way, but that isn't the default. In understanding ability checks for 5e, you can comfortably start with examples like the one you quoted from the primer. Later, you might read PHB 174 and pick up more sophistication. Eventually, you'll get familiar with the whole Core and see what's possible. Maybe the different ways that each DM can answer those questions (the two "I can wonder"s) connects to your creative agendas? The poster promised an update and I'd like to wait to hear their further thoughts. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
Top