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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Power of Creation
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="Celebrim" data-source="post: 8679089" data-attributes="member: 4937"><p>My preference as well.</p><p></p><p></p><p></p><p>Yeah, but that sort of thing could happen in any system where you had permanent negative consequences as a potential outcome to the character's story. Even in games without explicit permadeath, it's very hard for me to see how you get around having outcomes the player does not want unless the player is the sole storyteller. Even Indy games are typically rigged to put characters in negative outcome "death spirals" wear the math tends to favor the narrative ultimately being tragic. I don't know that your story proves that the problem is anything other than a dysfunctional player, as there is a class of player going back as long as the game has been around whose aesthetic of play is self-affirmation and what they really only want from the game is the GM repeatedly telling them, "Yes, you win. You are so cool." That isn't necessarily functional play in any system.</p><p></p><p></p><p></p><p>Yes, that's true, but that's not literally what "system matters" means in Forge Speak so maybe let's just avoid jargon. The plain meaning of "system matters" tends to be "rules matter", and so that's why I countered with Celebrim's Second Law which in essence says that no matter the game system, if you prepare and think about playing it as if it were D&D it will play much like D&D. That is if you prepare a keyed map filled with monsters and traps and treasure and expect the focus of play to be skilled and potent adventurers exploring that, you can fully play D&D using CoC rules. Conversely, you can play CoC using D&D rules. I think people tend to underestimate how completely flexible game systems are. I'm not a particular person and I have certain sensibilities as a GM, and the one time I tried to run Paranoia it came out as a highly disturbing Horror RPG.</p><p></p><p></p><p></p><p>The classic bad examples for me are in VtM first edition (and really all 1st Edition White Wolf games), where all the examples of play involve interactions between a single player and single GM and as such don't actually describe the game that is in all likelihood going to be played with the rules. It's very unlikely that the game described by VtM rulebook was ever played on a wide basis. (Ironically, the frustration with that spawns Ron Edwards and his school of thought about what was wrong.) I had the exact same problem with Mousegaurd, and I have this problem in spades with Monsters and Other Childish Things. And to a large extent I see similar disconnects showing up in FATE and PbtA games.</p><p></p><p></p><p></p><p>If you go back to my first post on the subject in this thread you'll see that's the opposite of what I argued.</p><p></p><p></p><p></p><p>It wouldn't be a terrible idea, and certainly you should set out the standard that the game is intended to be cooperative. PC vs. PC violence is 99% of the time player dysfunction and it should be strongly discouraged. The only reason I don't ban it is that protection from retribution only tends to encourage the dysfunctional troublemakers who would otherwise be afraid the rest of the players would band against them.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8679089, member: 4937"] My preference as well. Yeah, but that sort of thing could happen in any system where you had permanent negative consequences as a potential outcome to the character's story. Even in games without explicit permadeath, it's very hard for me to see how you get around having outcomes the player does not want unless the player is the sole storyteller. Even Indy games are typically rigged to put characters in negative outcome "death spirals" wear the math tends to favor the narrative ultimately being tragic. I don't know that your story proves that the problem is anything other than a dysfunctional player, as there is a class of player going back as long as the game has been around whose aesthetic of play is self-affirmation and what they really only want from the game is the GM repeatedly telling them, "Yes, you win. You are so cool." That isn't necessarily functional play in any system. Yes, that's true, but that's not literally what "system matters" means in Forge Speak so maybe let's just avoid jargon. The plain meaning of "system matters" tends to be "rules matter", and so that's why I countered with Celebrim's Second Law which in essence says that no matter the game system, if you prepare and think about playing it as if it were D&D it will play much like D&D. That is if you prepare a keyed map filled with monsters and traps and treasure and expect the focus of play to be skilled and potent adventurers exploring that, you can fully play D&D using CoC rules. Conversely, you can play CoC using D&D rules. I think people tend to underestimate how completely flexible game systems are. I'm not a particular person and I have certain sensibilities as a GM, and the one time I tried to run Paranoia it came out as a highly disturbing Horror RPG. The classic bad examples for me are in VtM first edition (and really all 1st Edition White Wolf games), where all the examples of play involve interactions between a single player and single GM and as such don't actually describe the game that is in all likelihood going to be played with the rules. It's very unlikely that the game described by VtM rulebook was ever played on a wide basis. (Ironically, the frustration with that spawns Ron Edwards and his school of thought about what was wrong.) I had the exact same problem with Mousegaurd, and I have this problem in spades with Monsters and Other Childish Things. And to a large extent I see similar disconnects showing up in FATE and PbtA games. If you go back to my first post on the subject in this thread you'll see that's the opposite of what I argued. It wouldn't be a terrible idea, and certainly you should set out the standard that the game is intended to be cooperative. PC vs. PC violence is 99% of the time player dysfunction and it should be strongly discouraged. The only reason I don't ban it is that protection from retribution only tends to encourage the dysfunctional troublemakers who would otherwise be afraid the rest of the players would band against them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Power of Creation
Top