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
Meta - Forums About Forums
Archive-threads
Three Levels of Play
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="fusangite" data-source="post: 1206349" data-attributes="member: 7240"><p>I'm re-posting the message I sent to my current game's mailing list during our debate on the awarding of bonus experience because I'm curious to hear how other GMs and players react to my theory on the three levels of play in an RPG.</p><p></p><p>I think one of our problems here in this discussion is the eccentricity of</p><p>my GMing style.</p><p></p><p>My games run on three levels: the metatextual, the textual and the</p><p>mechanical. Many GMs, including some authors of D&D 3.x attempt to collapse</p><p>these levels into a single level of play. Those who seek to collapse all</p><p>three levels into the textual are considered "role players"; those who seek</p><p>to collapse all three into the mechanical are sometimes pejoratively called</p><p>"roll players." (For the purposes of this discussion, I am deliberately not</p><p>using the term "metagaming" which is problematic and imprecise.)</p><p></p><p>Unlike most GMs, I am not interested in collapsing my games to a single</p><p>level; to offer an entertaining game to people with various styles of play,</p><p>I try, instead, to keep these levels all operating independently of one</p><p>another rather than organizing them into some kind of hierarchy of good</p><p>play. Therefore, I expect my players to turn up with all three selves when</p><p>they come to my games.</p><p></p><p>I encourage and appreciate those who <em>as players</em> try to decipher the big</p><p>world puzzle on a metatextual level. Everyone, regardless of their</p><p>character's intellectual faculties and culture should be able to participate</p><p>in those process unfettered by textual and mechanical concerns of the game.</p><p></p><p>I encourage and appreciate those who <em>as players</em> conduct their characters</p><p>in action in a credible way. Offering credible justifications for character</p><p>actions, however, is not the same as having characters act solely based on</p><p>knowledge in their possession. For instance, a shaman or cleric might rush</p><p>over to a character who is on the verge of death and heal her in the nick of</p><p>time because the character's player informed the caster's player that she</p><p>had only 1 hit point left; the fact that this action was decided-upon based</p><p>on a mechanical play of the game doesn't matter to me -- what matters is</p><p>that a textual justification is provided, ie. "he looked like he was about</p><p>to pass out from blood loss." Similarly, an illiterate character might</p><p>choose to search in a particular spot for an item the player knows is there</p><p>from a close study of manuscripts that the cannot read; I have no problem</p><p>with the fact that this action was decided-upon based on a metatextual play</p><p>of the game, provided that a post-facto justification is offered to explain</p><p>how the character decided to do this.</p><p></p><p>I encourage and appreciate those who <em>as players</em> make maximum use of their knowledge of the rules both on their own characters and on other players'</p><p>characters. Everyone, regardless of their knowledge of the rules, should be</p><p>able to take advantage of tactical insights gained by those studying them.</p><p></p><p>Now, to the question of experience as described in the DMG: this gets right</p><p>to the heart of why I am running a D&D game. I deliberately use the oldest,</p><p>most primitive D&D experience mechanic because I want to tell a particular</p><p>kind of story. Over the years, my players have become very cautious and fear</p><p>engaging in violent confrontations. Essentially, I have chosen to use D&D in</p><p>the past two years because I want to tell stories that contain violence.</p></blockquote><p></p>
[QUOTE="fusangite, post: 1206349, member: 7240"] I'm re-posting the message I sent to my current game's mailing list during our debate on the awarding of bonus experience because I'm curious to hear how other GMs and players react to my theory on the three levels of play in an RPG. I think one of our problems here in this discussion is the eccentricity of my GMing style. My games run on three levels: the metatextual, the textual and the mechanical. Many GMs, including some authors of D&D 3.x attempt to collapse these levels into a single level of play. Those who seek to collapse all three levels into the textual are considered "role players"; those who seek to collapse all three into the mechanical are sometimes pejoratively called "roll players." (For the purposes of this discussion, I am deliberately not using the term "metagaming" which is problematic and imprecise.) Unlike most GMs, I am not interested in collapsing my games to a single level; to offer an entertaining game to people with various styles of play, I try, instead, to keep these levels all operating independently of one another rather than organizing them into some kind of hierarchy of good play. Therefore, I expect my players to turn up with all three selves when they come to my games. I encourage and appreciate those who [i]as players[/i] try to decipher the big world puzzle on a metatextual level. Everyone, regardless of their character's intellectual faculties and culture should be able to participate in those process unfettered by textual and mechanical concerns of the game. I encourage and appreciate those who [i]as players[/i] conduct their characters in action in a credible way. Offering credible justifications for character actions, however, is not the same as having characters act solely based on knowledge in their possession. For instance, a shaman or cleric might rush over to a character who is on the verge of death and heal her in the nick of time because the character's player informed the caster's player that she had only 1 hit point left; the fact that this action was decided-upon based on a mechanical play of the game doesn't matter to me -- what matters is that a textual justification is provided, ie. "he looked like he was about to pass out from blood loss." Similarly, an illiterate character might choose to search in a particular spot for an item the player knows is there from a close study of manuscripts that the cannot read; I have no problem with the fact that this action was decided-upon based on a metatextual play of the game, provided that a post-facto justification is offered to explain how the character decided to do this. I encourage and appreciate those who [i]as players[/i] make maximum use of their knowledge of the rules both on their own characters and on other players' characters. Everyone, regardless of their knowledge of the rules, should be able to take advantage of tactical insights gained by those studying them. Now, to the question of experience as described in the DMG: this gets right to the heart of why I am running a D&D game. I deliberately use the oldest, most primitive D&D experience mechanic because I want to tell a particular kind of story. Over the years, my players have become very cautious and fear engaging in violent confrontations. Essentially, I have chosen to use D&D in the past two years because I want to tell stories that contain violence. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Meta - Forums About Forums
Archive-threads
Three Levels of Play
Top