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
The DM Should Only Talk 30% of the Time... Agree or Disagree?
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="BookTenTiger" data-source="post: 8464348" data-attributes="member: 6685541"><p>There have been some really interesting replies to this thread! I appreciate folks for chiming in.</p><p></p><p>Here are some of my developing thoughts:</p><p></p><p>On the 30% / 70% split... Please keep in mind that these are not meant to be exact numbers. I'm borrowing the concept from education, which is why I kept the numbers, but you can generalize them as "less than half / more than half." Very few people are actually going into classrooms, recording, and calculating the split in conversation time, and nobody is doing that at the table, either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ...as far as I know...</p><p></p><p>D&D definitely puts the burden of work on the DM. The DM is positioned as a kind of "arbiter of truth" about the world and the rules. Because of this, it is difficult to, in the middle of a session, hand the reigns over to a player.</p><p></p><p>So to meet the goal of 30% talking, I think a lot of proactive work would have to be done. As others have mentioned in the thread, it would take something of a shift in how a D&D session is prepared and run.</p><p></p><p>Maybe it would mean giving up some of that work and authority to the players? In FATE games, players can actually impact what is narratively true about a setting... I could see creating some kind of system that allows / encourages players to be active creators within the setting.</p><p></p><p>For example... let's say the characters come into a town. The players could spend some kind of point or token to influence what kinds of shops, NPCs, or opportunities are in the town. Maybe the player of the Wizard spends a token (I guess these are the Plot Points in the DMG) to put a magic academy, or a library of forbidden books, or a scroll store in the town? The players then work together (including the DM) to describe and flesh out this addition.</p><p></p><p>Could the same thing happen in a dungeon? It's a little crazy to think about... but I do like the idea of players somehow contributing to the dangers and rewards of an adventure!</p><p></p><p>Oh, and finally, this is totally only something that would happen with the consent and willing participation of the players! This kind of stuff wouldn't be appropriate for every game, but it's something I'm interested in exploring.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8464348, member: 6685541"] There have been some really interesting replies to this thread! I appreciate folks for chiming in. Here are some of my developing thoughts: On the 30% / 70% split... Please keep in mind that these are not meant to be exact numbers. I'm borrowing the concept from education, which is why I kept the numbers, but you can generalize them as "less than half / more than half." Very few people are actually going into classrooms, recording, and calculating the split in conversation time, and nobody is doing that at the table, either. :) ...as far as I know... D&D definitely puts the burden of work on the DM. The DM is positioned as a kind of "arbiter of truth" about the world and the rules. Because of this, it is difficult to, in the middle of a session, hand the reigns over to a player. So to meet the goal of 30% talking, I think a lot of proactive work would have to be done. As others have mentioned in the thread, it would take something of a shift in how a D&D session is prepared and run. Maybe it would mean giving up some of that work and authority to the players? In FATE games, players can actually impact what is narratively true about a setting... I could see creating some kind of system that allows / encourages players to be active creators within the setting. For example... let's say the characters come into a town. The players could spend some kind of point or token to influence what kinds of shops, NPCs, or opportunities are in the town. Maybe the player of the Wizard spends a token (I guess these are the Plot Points in the DMG) to put a magic academy, or a library of forbidden books, or a scroll store in the town? The players then work together (including the DM) to describe and flesh out this addition. Could the same thing happen in a dungeon? It's a little crazy to think about... but I do like the idea of players somehow contributing to the dangers and rewards of an adventure! Oh, and finally, this is totally only something that would happen with the consent and willing participation of the players! This kind of stuff wouldn't be appropriate for every game, but it's something I'm interested in exploring. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The DM Should Only Talk 30% of the Time... Agree or Disagree?
Top