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
Take the Narrative Wounding Challenge.
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="D'karr" data-source="post: 5712755" data-attributes="member: 336"><p>The TV Cliche doesn't have to worry about pacing at the table. It doesn't have to care about the characters. The TV Show, and the Game serve two entirely different purposes/audiences. The purpose of the TV Show is to tell a narrative that keeps the <strong>viewer</strong> involved. The purpose of the game is to provide an entertaining past time that keeps the <strong>players</strong> involved. The players are NOT the viewers of the show, the characters they play are the show. Seems like a lot of DMs are forgetting this.</p><p></p><p>In a TV Show with an ensemble cast, sidelining a character for a day, a week, or a season has no repercussions to the "writer". The actor might be bored as hell, or out of a job but that doesn't matter. It might even advance the "narrative". In a game, even though you have the "trappings" of an ensemble cast, each character is actually the main PROTAGONIST in his own show. Sidelining a character for a day, a week, or a season has a very distinct repercussion to the player that is playing that character.</p><p></p><p>Having Starbuck "die" and disappear for 4 episodes is not an issue for BSG the TV show. You still have "60" other characters to focus on and continue the "game". The purpose of the show is to entertain the outside viewer, not to be entertaining to Katee Sackhoff, the actress playing Starbuck. However, let's go in a different direction, how entertaining would The Dark Knight movie be, if Batman gets injured in the first 10 minutes of the movie and the only thing we see for the next 80 minutes is him on bed rest?</p><p></p><p>The game's purpose is to provide entertaining adventures to "go adventuring" in. When the characters are adventuring the needs of the players are being fulfilled by the main purpose of the game. When the characters are on bed rest, what purpose is being fulfilled? Because going adventuring is not it.</p><p></p><p>You mention that "TV show healing" <strong>is so common place that it is not even given a second thought.</strong></p><p></p><p>Then what purpose is served by giving game healing a second thought? Realism? Or is it just to fulfill the narrative that the DM has thought about? The narrative the DM has thought about, hopefully, takes into account the needs of the players. Just as a TV Show writer is taking the needs of the audience into account.</p><p></p><p>If you are going to have "TV Show healing" in the background, why can't game healing be the same. You want to describe serious wounds go ahead. When are serious wounds taken care off? Off screen, off camera, in the background.</p><p></p><p>In 1e, according to the rules you had no option, you went to 0 HP or lower and you were out of commission for at least a week, even if brought up with magic, except for a heal spell. Any HP loss no matter how "severe", which is never defined, would be entirely "healed" in 4 weeks. Why 4 weeks? It was an arbitrary number, just like there were level limits for non-human characters. Probably because the game designer thought that getting the characters back to adventuring would be a good thing. Instead of the boring drag of watching him drooling at "General Hospital". He arbitrarily came up with the number 4 weeks. Why? Because the game designer thought that this made the game better.</p><p></p><p>In 3.x, the penalties for going to 0 HP and lower were removed. There was no longer a comma and a week minimum rest. The "accelerated" healing was completely dependent on magic, with magic being easily available within the assumptions of the game. What they did was shift the resource from one of time, to one of finances. If you could afford the potions, and/or the "heal stick" then the HP loss was simply a speed bump, and one that was not significant to any degree. They introduced a "mechanic" that allowed you to completely obviate the obstacle. Once again, why? Because the game designer thought that this made the game better.</p><p> </p><p>4e simply decided to divorce healing from magic. Finally, we don't NEED to have a divine caster tied to the party, or a "heal stick". Honestly the "heal stick" did more to break my suspension of disbelief than anything else. The description of HP loss is just as it has always been entirely up to the DMs, and players to take care of. Instead of providing "perceived" obstacles that are not obstacles at all they decided to leave the option open. While you're adventuring you take damage. At the beginning of each extended rest you regain resources to keep adventuring (the purpose of the game). Why? Because the game designer thought that this made the game better.</p><p></p><p>The thing that 4e provides within the design space is ways to actually make long term HP loss mean something. IF the DM and players want to go that route.</p><p></p><p>What I find disingenuous is that some accuse 4e of removing this perceived "realism" from the game, when the game has never had this "realism" to begin with. Look at the actual description of Hit Points and try to ascribe any measure of "realism" to it, and you'll be hard pressed. What 4e finally did was acknowledge that HP are an esoteric, abstract resource that encompasses a measure of being able to "kick ass" due to the binary measure of D&D combat. Then the game provides a way to replenish this resource without resorting to magic. The DM and players can choose to make the game harder, or easier by very simple tweaks.</p><p></p><p>I've written extensively of this "historical" game issue and have even provided multiple ways for the DM to go back to putting "healing" obstacles in the game if he wants to. <a href="http://loremaster.org/entry.php/43-Look-Ma-no-wounds-%28Part-1%29" target="_blank">You can see additional thoughts here.</a></p></blockquote><p></p>
[QUOTE="D'karr, post: 5712755, member: 336"] The TV Cliche doesn't have to worry about pacing at the table. It doesn't have to care about the characters. The TV Show, and the Game serve two entirely different purposes/audiences. The purpose of the TV Show is to tell a narrative that keeps the [B]viewer[/B] involved. The purpose of the game is to provide an entertaining past time that keeps the [B]players[/B] involved. The players are NOT the viewers of the show, the characters they play are the show. Seems like a lot of DMs are forgetting this. In a TV Show with an ensemble cast, sidelining a character for a day, a week, or a season has no repercussions to the "writer". The actor might be bored as hell, or out of a job but that doesn't matter. It might even advance the "narrative". In a game, even though you have the "trappings" of an ensemble cast, each character is actually the main PROTAGONIST in his own show. Sidelining a character for a day, a week, or a season has a very distinct repercussion to the player that is playing that character. Having Starbuck "die" and disappear for 4 episodes is not an issue for BSG the TV show. You still have "60" other characters to focus on and continue the "game". The purpose of the show is to entertain the outside viewer, not to be entertaining to Katee Sackhoff, the actress playing Starbuck. However, let's go in a different direction, how entertaining would The Dark Knight movie be, if Batman gets injured in the first 10 minutes of the movie and the only thing we see for the next 80 minutes is him on bed rest? The game's purpose is to provide entertaining adventures to "go adventuring" in. When the characters are adventuring the needs of the players are being fulfilled by the main purpose of the game. When the characters are on bed rest, what purpose is being fulfilled? Because going adventuring is not it. You mention that "TV show healing" [B]is so common place that it is not even given a second thought.[/B] Then what purpose is served by giving game healing a second thought? Realism? Or is it just to fulfill the narrative that the DM has thought about? The narrative the DM has thought about, hopefully, takes into account the needs of the players. Just as a TV Show writer is taking the needs of the audience into account. If you are going to have "TV Show healing" in the background, why can't game healing be the same. You want to describe serious wounds go ahead. When are serious wounds taken care off? Off screen, off camera, in the background. In 1e, according to the rules you had no option, you went to 0 HP or lower and you were out of commission for at least a week, even if brought up with magic, except for a heal spell. Any HP loss no matter how "severe", which is never defined, would be entirely "healed" in 4 weeks. Why 4 weeks? It was an arbitrary number, just like there were level limits for non-human characters. Probably because the game designer thought that getting the characters back to adventuring would be a good thing. Instead of the boring drag of watching him drooling at "General Hospital". He arbitrarily came up with the number 4 weeks. Why? Because the game designer thought that this made the game better. In 3.x, the penalties for going to 0 HP and lower were removed. There was no longer a comma and a week minimum rest. The "accelerated" healing was completely dependent on magic, with magic being easily available within the assumptions of the game. What they did was shift the resource from one of time, to one of finances. If you could afford the potions, and/or the "heal stick" then the HP loss was simply a speed bump, and one that was not significant to any degree. They introduced a "mechanic" that allowed you to completely obviate the obstacle. Once again, why? Because the game designer thought that this made the game better. 4e simply decided to divorce healing from magic. Finally, we don't NEED to have a divine caster tied to the party, or a "heal stick". Honestly the "heal stick" did more to break my suspension of disbelief than anything else. The description of HP loss is just as it has always been entirely up to the DMs, and players to take care of. Instead of providing "perceived" obstacles that are not obstacles at all they decided to leave the option open. While you're adventuring you take damage. At the beginning of each extended rest you regain resources to keep adventuring (the purpose of the game). Why? Because the game designer thought that this made the game better. The thing that 4e provides within the design space is ways to actually make long term HP loss mean something. IF the DM and players want to go that route. What I find disingenuous is that some accuse 4e of removing this perceived "realism" from the game, when the game has never had this "realism" to begin with. Look at the actual description of Hit Points and try to ascribe any measure of "realism" to it, and you'll be hard pressed. What 4e finally did was acknowledge that HP are an esoteric, abstract resource that encompasses a measure of being able to "kick ass" due to the binary measure of D&D combat. Then the game provides a way to replenish this resource without resorting to magic. The DM and players can choose to make the game harder, or easier by very simple tweaks. I've written extensively of this "historical" game issue and have even provided multiple ways for the DM to go back to putting "healing" obstacles in the game if he wants to. [URL="http://loremaster.org/entry.php/43-Look-Ma-no-wounds-%28Part-1%29"]You can see additional thoughts here.[/URL] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Take the Narrative Wounding Challenge.
Top