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
*TTRPGs General
Touch attacks: is it just me..?
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="WizarDru" data-source="post: 1187102" data-attributes="member: 151"><p>My experience with Castle Falkenstein was truly a mixed one. On the one hand, I loved the setting beyond words. The game inspired me to start a new campaign and sell my players on it. We loved it. But it soon became apparent that the core mechanic was, IMHO, flawed. I, as the GM, could determine when and where to call a contest, and cycled through my cards 4-6 times faster than the players. I almost ALWAYS had a card in hand to win a contest, and since I called when contests occured, I could always manipulate the situation to my choosing, if I so desired. This left me in the unenviable position of always having to choose whether or not a contest suceeded or failed and therefore robbing the players of any real potential to affect the game.</p><p> </p><p>In essence, the mechanic pulled me out of the game and into the metagame, and I didn't like that. Will the villain succeed? Of course he will, since I'll hold that King of Hearts until I need it, knowing that the battle is coming. I'll let this NPC fail, because he's just a thug, and not a part of the greater story...hence, he was always destined to fail. Leading rats through a maze to gather cheese bothers me, as much as you. I consider the game to be a dynamic environment, and the randomness of the dice ensures that none of us, player or DM, are quite sure what the outcome will be. Everybody rolls a 1, sometime. In Falkenstein, I had to censor myself, or I'd always win...and my players can sense when I'm hedging. Nobody likes overcoming a challenge when they've figured out that you <strong>let</strong> them. It robs the experience of any sense of victory.</p><p> </p><p>You could reasonably argue that random dice rolls can rob a player of a just victory, as well, and I wouldn't disagree. But for my group (and I'd wager, most players of the game) the randomization that dice provides allows us the level of uncertainty to ensure that the challenges are real, while at the same time still creating a certain degree of predictability.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1187102, member: 151"] My experience with Castle Falkenstein was truly a mixed one. On the one hand, I loved the setting beyond words. The game inspired me to start a new campaign and sell my players on it. We loved it. But it soon became apparent that the core mechanic was, IMHO, flawed. I, as the GM, could determine when and where to call a contest, and cycled through my cards 4-6 times faster than the players. I almost ALWAYS had a card in hand to win a contest, and since I called when contests occured, I could always manipulate the situation to my choosing, if I so desired. This left me in the unenviable position of always having to choose whether or not a contest suceeded or failed and therefore robbing the players of any real potential to affect the game. In essence, the mechanic pulled me out of the game and into the metagame, and I didn't like that. Will the villain succeed? Of course he will, since I'll hold that King of Hearts until I need it, knowing that the battle is coming. I'll let this NPC fail, because he's just a thug, and not a part of the greater story...hence, he was always destined to fail. Leading rats through a maze to gather cheese bothers me, as much as you. I consider the game to be a dynamic environment, and the randomness of the dice ensures that none of us, player or DM, are quite sure what the outcome will be. Everybody rolls a 1, sometime. In Falkenstein, I had to censor myself, or I'd always win...and my players can sense when I'm hedging. Nobody likes overcoming a challenge when they've figured out that you [b]let[/b] them. It robs the experience of any sense of victory. You could reasonably argue that random dice rolls can rob a player of a just victory, as well, and I wouldn't disagree. But for my group (and I'd wager, most players of the game) the randomization that dice provides allows us the level of uncertainty to ensure that the challenges are real, while at the same time still creating a certain degree of predictability. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Touch attacks: is it just me..?
Top