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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
The Monsters Know What They're Doing ... Are Unsure on 5e24
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: 9826184" data-attributes="member: 7026617"><p>There's a couple problems here.</p><p></p><p>1. "Antagonist and unfun." Many of the people involved in this did not feel those two terms went together, <em>including a lot of players</em>. They just thought a certain degree of antagonism, as long as long as it wasn't beyond bounds, was "how things were done". In part, this was because losing characters was almost unavoidable in OD&D as I referenced above; there was no unconsciousness threshold, and the hit point ranges for the first couple levels were so small for most characters that about the only way you could prevent character death was to have nothing that was threatening at all. This would have required sucking all the fun out of the game for the most part. As such it could be a pretty fine line between the two ends, and people were prone to tolerating a certain degree of falling off the edge, especially at the bottom end. As such the excessive GMs were thought of mostly as different in degree, not in kind.</p><p></p><p>2. The difference now is that modern GMs have a heck of a lot more tools to still provide challenges without skating over that line, and the focus of a lot of games is very, very different. As noted, before the entrance of the Dragonlance setting in the mid-80's, D&D particular tended to have a very, very different tone; even if people wanted games focused more toward high heroic games there just wasn't a lot of support for it. But that slowly crept in mechanically, and because of it, in how people tended to run games.</p><p></p><p>I really think its easy to understimate how much the very wargamey roots of D&D in particular impacted the way the game played for about the first decade. Antagonism wasn't viewed as a downside because that's what a lot of people coming to the game expected; the GM was providing a challenge for them, so <em>of course</em> he was going to be antagonistic. They only objected if it felt like he was abusing his power. The fact the presentation of the game sometimes muddied that, but it was that abuse that was resented, not the antagonism as such.</p><p></p><p>It was just that the more it swung into the "fantasy protagonists with dice" view, the harder it was to use that as the standard, so it progressively became less and less appreciated. And there's some remaining conflicts between those that can accept that and those that can't.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9826184, member: 7026617"] There's a couple problems here. 1. "Antagonist and unfun." Many of the people involved in this did not feel those two terms went together, [I]including a lot of players[/I]. They just thought a certain degree of antagonism, as long as long as it wasn't beyond bounds, was "how things were done". In part, this was because losing characters was almost unavoidable in OD&D as I referenced above; there was no unconsciousness threshold, and the hit point ranges for the first couple levels were so small for most characters that about the only way you could prevent character death was to have nothing that was threatening at all. This would have required sucking all the fun out of the game for the most part. As such it could be a pretty fine line between the two ends, and people were prone to tolerating a certain degree of falling off the edge, especially at the bottom end. As such the excessive GMs were thought of mostly as different in degree, not in kind. 2. The difference now is that modern GMs have a heck of a lot more tools to still provide challenges without skating over that line, and the focus of a lot of games is very, very different. As noted, before the entrance of the Dragonlance setting in the mid-80's, D&D particular tended to have a very, very different tone; even if people wanted games focused more toward high heroic games there just wasn't a lot of support for it. But that slowly crept in mechanically, and because of it, in how people tended to run games. I really think its easy to understimate how much the very wargamey roots of D&D in particular impacted the way the game played for about the first decade. Antagonism wasn't viewed as a downside because that's what a lot of people coming to the game expected; the GM was providing a challenge for them, so [I]of course[/I] he was going to be antagonistic. They only objected if it felt like he was abusing his power. The fact the presentation of the game sometimes muddied that, but it was that abuse that was resented, not the antagonism as such. It was just that the more it swung into the "fantasy protagonists with dice" view, the harder it was to use that as the standard, so it progressively became less and less appreciated. And there's some remaining conflicts between those that can accept that and those that can't. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Monsters Know What They're Doing ... Are Unsure on 5e24
Top