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
The best laid plans of mice and DMs
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="RangerWickett" data-source="post: 1260778" data-attributes="member: 63"><p>See, I come from a different camp than many of you, apparently. You play "kill the stat-monster," and I play, "show your heroism." They're very similar, but the distinctions are quite clear.</p><p></p><p>In KtSM, everything has statistics predefined, and when those statistics show that something is dead, it's dead. This is why we have things like the Challenge Rating system, so we know when our monster is suitably dangerous for the party. But of course, we all know the CR system is quite often flawed in the face of bad measurement, or merely bad rolling.</p><p></p><p>In SYH, the point of the game is not to win against the badguy; it's to be heroic in the face of overwhelming odds, ultimately (usually) winning against the badguy. A game of SYH in which the badguy is not sufficiently dangerous is a poor game, so it is the DM's <em>duty</em> to leave the statistics a little ambiguous, and finagle with things in minor ways to ensure there's not a complete breakdown of the heroic action.</p><p></p><p>Now, of course, in either game, you'll get elements of the other. An SYH DM can't just make stuff up off the top of his head all the time, or else the players will stop caring how hard they try; if they can always win, then they're not as driven to come up with ridiculous ways to win. On the other hand, no one is benefited if the climax of a three hour session takes only one minute. Good craftsmanship helps make pleasing endings easier, but when things go disastrously wrong, the DM should step in and convincingly make the encounter keep going. If the players don't believe it, the DM's magic has failed. They should never know you had to add an extra 5 points of damage reduction so the villain could start to make the players think they were in over their heads. They also should never know that the reinforcements coming in from their allies was a spur of the moment decision to make sure they don't die.</p><p></p><p>You never cheat just to dick over your players, dude. You can't cheat. You're the DM. You just . . . fix your own mistakes in the middle of the game. I mean, if you'd given the villain an extra level or two when you were designing him, then things would have worked out just fine. All the players care about is having fun and being cool, so if you made a mistake when planning your session, it is, again, your <em>duty</em> to set it right without ruining their fun.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1260778, member: 63"] See, I come from a different camp than many of you, apparently. You play "kill the stat-monster," and I play, "show your heroism." They're very similar, but the distinctions are quite clear. In KtSM, everything has statistics predefined, and when those statistics show that something is dead, it's dead. This is why we have things like the Challenge Rating system, so we know when our monster is suitably dangerous for the party. But of course, we all know the CR system is quite often flawed in the face of bad measurement, or merely bad rolling. In SYH, the point of the game is not to win against the badguy; it's to be heroic in the face of overwhelming odds, ultimately (usually) winning against the badguy. A game of SYH in which the badguy is not sufficiently dangerous is a poor game, so it is the DM's [i]duty[/i] to leave the statistics a little ambiguous, and finagle with things in minor ways to ensure there's not a complete breakdown of the heroic action. Now, of course, in either game, you'll get elements of the other. An SYH DM can't just make stuff up off the top of his head all the time, or else the players will stop caring how hard they try; if they can always win, then they're not as driven to come up with ridiculous ways to win. On the other hand, no one is benefited if the climax of a three hour session takes only one minute. Good craftsmanship helps make pleasing endings easier, but when things go disastrously wrong, the DM should step in and convincingly make the encounter keep going. If the players don't believe it, the DM's magic has failed. They should never know you had to add an extra 5 points of damage reduction so the villain could start to make the players think they were in over their heads. They also should never know that the reinforcements coming in from their allies was a spur of the moment decision to make sure they don't die. You never cheat just to dick over your players, dude. You can't cheat. You're the DM. You just . . . fix your own mistakes in the middle of the game. I mean, if you'd given the villain an extra level or two when you were designing him, then things would have worked out just fine. All the players care about is having fun and being cool, so if you made a mistake when planning your session, it is, again, your [i]duty[/i] to set it right without ruining their fun. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The best laid plans of mice and DMs
Top