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
System matters and free kriegsspiel
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="Thomas Shey" data-source="post: 8430813" data-attributes="member: 7026617"><p>If I may bring in something peripheral, but possibly related?</p><p></p><p>Many years ago I was involved in mechanics (though not definition) free MUSHes, most of the superhero based. Most of these were consent based; much of what was going on that involved conflict involved other players, and while you could declare whatever action you wanted, it was up to them what result (directed at them) you got. In addition there were oversight individuals who, when operating in that mode, could intervene under some circumstances.</p><p></p><p>It was, to me, extremely instructive about the strengths and weakness of such freeform (at least semi-) roleplaying.</p><p></p><p>At its best, it could produce extremely interactive and interesting combats and events where all participants understood how each other's characters were defined (usually with various sorts of benchmarking), and had at least some concept both how combats in the genre and to some extent reality worked, you could get a nice narrative interactive scene that was honestly a lot of fun.</p><p></p><p>That was the best of the situations.</p><p></p><p>At its worst, you have people who were unwilling or incapable of engaging with how each other's traits worked, had an overblown idea of what the benchmarking meant, were carrying around questionable ideas of how combat worked, or otherwise were extremely unlikely to engage properly, the scene would go, well, terribly.</p><p></p><p>Now, you might say "Well, that's the problem with the lack of a gamesmaster."</p><p></p><p>But the question is, would a gamesmaster (which would be present for bigger, more plot driven events on occasion) necessarily be any better than the second group of people? If they weren't, instead of simply ruining the experience for a small number of people, they could ruin it for a large number.</p><p></p><p>Because there was an overall group administrative structure, there were things that could keep this down to a dull roar, but that created its own levels of controversy (questions of favoritism, accusations that the admin didn't understand the characters and genre and more).</p><p></p><p>Now, this is not exactly equivalent to true freeform text or chat roleplaying, it wasn't far from it, and my observation was while they "managed" a lot of the time, that was because they people who didn't have a particular group they were interacting with that were on the same page would either go limp and not do much, or leave. It hardly seemed to suggest the approach was, overall, a resounding success. And I stuck with MUSHing for a number of years before I gave it up.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8430813, member: 7026617"] If I may bring in something peripheral, but possibly related? Many years ago I was involved in mechanics (though not definition) free MUSHes, most of the superhero based. Most of these were consent based; much of what was going on that involved conflict involved other players, and while you could declare whatever action you wanted, it was up to them what result (directed at them) you got. In addition there were oversight individuals who, when operating in that mode, could intervene under some circumstances. It was, to me, extremely instructive about the strengths and weakness of such freeform (at least semi-) roleplaying. At its best, it could produce extremely interactive and interesting combats and events where all participants understood how each other's characters were defined (usually with various sorts of benchmarking), and had at least some concept both how combats in the genre and to some extent reality worked, you could get a nice narrative interactive scene that was honestly a lot of fun. That was the best of the situations. At its worst, you have people who were unwilling or incapable of engaging with how each other's traits worked, had an overblown idea of what the benchmarking meant, were carrying around questionable ideas of how combat worked, or otherwise were extremely unlikely to engage properly, the scene would go, well, terribly. Now, you might say "Well, that's the problem with the lack of a gamesmaster." But the question is, would a gamesmaster (which would be present for bigger, more plot driven events on occasion) necessarily be any better than the second group of people? If they weren't, instead of simply ruining the experience for a small number of people, they could ruin it for a large number. Because there was an overall group administrative structure, there were things that could keep this down to a dull roar, but that created its own levels of controversy (questions of favoritism, accusations that the admin didn't understand the characters and genre and more). Now, this is not exactly equivalent to true freeform text or chat roleplaying, it wasn't far from it, and my observation was while they "managed" a lot of the time, that was because they people who didn't have a particular group they were interacting with that were on the same page would either go limp and not do much, or leave. It hardly seemed to suggest the approach was, overall, a resounding success. And I stuck with MUSHing for a number of years before I gave it up. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
System matters and free kriegsspiel
Top