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
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
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: 6569925" data-attributes="member: 82106"><p>I think he is exactly saying this, probably because that was the way I framed it a couple pages back. I equated exploring the nature of magic with exploring a dungeon. Its an apt analogy I think. [MENTION=6775031]Saelorn[/MENTION]'s theory seems to be that both should be mapped out at a very high level of detail such that any likely question about their nature can be answered by the DM referencing some pre-determined material (or perhaps exercising some already-built random generator perhaps). He's literally saying that the DM's job includes recording in some form a set of 'rules of physics' from which principles any question arising in game can be explored. I assume the alternative being the same thing you'd say if the PCs got to the edge of the dungeon map where you don't know what is behind the door which would be "that door is stuck" and I guess for say ad-libbing some magic it would be equivalently "You're not sure if this is possible, but you lack the understanding to try" or some such. </p><p></p><p>I don't want to sound condescending to [MENTION=6775031]Saelorn[/MENTION], but IMHO he's at an early point in the trajectory of evolution of gamers mastery of the more abstruse areas of RPG theory and practice. There was a time, probably in the early 80's, after I'd DMed for several years, when detailed process simulation and the achievement of the 'ultimate system' that would somehow present answers to all the possible questions players asked and produce satisfying narrative harmoniously coupled with simple mechanics was the omega point of my conception of RPGs. That day has LOOOONNNNNGGGGG since faded to dust and been replaced by a great appreciation of agenda and cooperative shared world building/exploration. Not that the process sim phase wasn't fun, it was, but it really only worked for a pretty limited realm of play, roughly Gygaxian dungeon exploration.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6569925, member: 82106"] I think he is exactly saying this, probably because that was the way I framed it a couple pages back. I equated exploring the nature of magic with exploring a dungeon. Its an apt analogy I think. [MENTION=6775031]Saelorn[/MENTION]'s theory seems to be that both should be mapped out at a very high level of detail such that any likely question about their nature can be answered by the DM referencing some pre-determined material (or perhaps exercising some already-built random generator perhaps). He's literally saying that the DM's job includes recording in some form a set of 'rules of physics' from which principles any question arising in game can be explored. I assume the alternative being the same thing you'd say if the PCs got to the edge of the dungeon map where you don't know what is behind the door which would be "that door is stuck" and I guess for say ad-libbing some magic it would be equivalently "You're not sure if this is possible, but you lack the understanding to try" or some such. I don't want to sound condescending to [MENTION=6775031]Saelorn[/MENTION], but IMHO he's at an early point in the trajectory of evolution of gamers mastery of the more abstruse areas of RPG theory and practice. There was a time, probably in the early 80's, after I'd DMed for several years, when detailed process simulation and the achievement of the 'ultimate system' that would somehow present answers to all the possible questions players asked and produce satisfying narrative harmoniously coupled with simple mechanics was the omega point of my conception of RPGs. That day has LOOOONNNNNGGGGG since faded to dust and been replaced by a great appreciation of agenda and cooperative shared world building/exploration. Not that the process sim phase wasn't fun, it was, but it really only worked for a pretty limited realm of play, roughly Gygaxian dungeon exploration. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The Best Thing from 4E
Top