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
Theory: Coming to the Table
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="apoptosis" data-source="post: 4329270" data-attributes="member: 3226"><p>I brought this in from another thread you responded to.</p><p></p><p></p><p></p><p>This is I think great advice for resolving most challenges (and ties in with the entire resolution idea)</p><p>. </p><p>We have a term in our group called Zilch-play (someone else might have made it up and we stole it). </p><p></p><p>Zilch-play is when basically nothing happens. When you keep failing challenges and the result is basically nothing. My general belief is that success of failure of a challenge should result in something interesting happening. The worst failure of a game is to bore the participants which is what zilch-play tends to accomplish.</p><p></p><p>Narrative control for players (and stake setting) is a good mechanic to prevent this (i am sure there are many others).</p><p></p><p>The worst for me is when you are successful with your challenge and it still results in nothing interesting.</p><p></p><p>You break into the mayors house and break into his vault and find 'nothing' and you sneak out again, no one the wiser without finding anything interesting in the house. I am not not talking about not finding what you are looking for but basically the entire scene results into nothing happening, no plot moved forward, little drama was created. This type of zilch-play drives me crazy.</p><p></p><p>Now i understand that this conflicts with simulationism but given limited time to play games, every challenge should result in something interesting happening (even if is bad for teh characters)</p><p></p><p>Resolution (IMHO) should either create new conflict or satisfy an existing conflict (hopefully dramatically) which should hopefully also lead to a new conflict.</p><p></p><p>This is of course more difficult when doing task resolution but not necessarily. It is why i like the say yes or role rule. If there is no conflict just let the action succeed.</p><p></p><p>Wow ...that was bit too soapboxish.</p></blockquote><p></p>
[QUOTE="apoptosis, post: 4329270, member: 3226"] I brought this in from another thread you responded to. This is I think great advice for resolving most challenges (and ties in with the entire resolution idea) . We have a term in our group called Zilch-play (someone else might have made it up and we stole it). Zilch-play is when basically nothing happens. When you keep failing challenges and the result is basically nothing. My general belief is that success of failure of a challenge should result in something interesting happening. The worst failure of a game is to bore the participants which is what zilch-play tends to accomplish. Narrative control for players (and stake setting) is a good mechanic to prevent this (i am sure there are many others). The worst for me is when you are successful with your challenge and it still results in nothing interesting. You break into the mayors house and break into his vault and find 'nothing' and you sneak out again, no one the wiser without finding anything interesting in the house. I am not not talking about not finding what you are looking for but basically the entire scene results into nothing happening, no plot moved forward, little drama was created. This type of zilch-play drives me crazy. Now i understand that this conflicts with simulationism but given limited time to play games, every challenge should result in something interesting happening (even if is bad for teh characters) Resolution (IMHO) should either create new conflict or satisfy an existing conflict (hopefully dramatically) which should hopefully also lead to a new conflict. This is of course more difficult when doing task resolution but not necessarily. It is why i like the say yes or role rule. If there is no conflict just let the action succeed. Wow ...that was bit too soapboxish. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Theory: Coming to the Table
Top