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
*TTRPGs General
Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
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="kenada" data-source="post: 9504217" data-attributes="member: 70468"><p>Given our past interactions on “improv game”, I’m not sure how fruitful this conversation will be, so if it’s not going to be, let’s let it drop, but I’m having trouble following you on blocking.</p><p></p><p>It seems to me that blocking is necessary to create gameplay. Without it, the GM always ends up having to accept what the players want. You <a href="https://www.enworld.org/threads/theorizing-more-on-social-conflict-systems.707313/#post-9481402" target="_blank">mention</a> a problem with creating gameplay dynamics in your thread on social systems, so it seems like you also see the issue. Maybe I just don’t understand what “blocking” means in this context.</p><p></p><p>For example, consider the following situation. The players are looking for information on local bandit attacks. They hear someone at the bar may know, so they go to the bar to find out, seeing them him at the counter.</p><p></p><p style="margin-left: 20px">Person 1: I walk over to the counter, greet the bartender, and order my usual. I turn to the man next to me and ask, “I hear you might know a way into the bandit camp.”</p> <p style="margin-left: 20px">Person 2: I don’t know you.</p><p></p><p>In improv, that failure to accept the first person’s offer potentially kills the scene. However, in a role-playing game, there are game elements the players can use to overcome this obstacle. It doesn’t kill the scene. It’s an obstacle they can play the game to overcome.</p><p></p><p>For example, in 5e (2014 edition), they could assess the NPC’s BIFTs and appeal to them to make a Charisma (Persuasion) check to make a request for the information. In Blades in the Dark, they can try to Sway (probably at Risky/Limited). In Torchbearer, this might become a Convince conflict. There are plenty of different ways games operationalize this.</p><p></p><p>However, the important thing is that you can lose. Maybe the check fails, or you lose the conflict. The result is the NPC leaves or (worse) informs on the PCs to the bandits. To me, it seems like that risk of failure is the point. Otherwise, obstacles aren’t effectively obstacles. (Of course, it may be that I just don’t understand.)</p></blockquote><p></p>
[QUOTE="kenada, post: 9504217, member: 70468"] Given our past interactions on “improv game”, I’m not sure how fruitful this conversation will be, so if it’s not going to be, let’s let it drop, but I’m having trouble following you on blocking. It seems to me that blocking is necessary to create gameplay. Without it, the GM always ends up having to accept what the players want. You [URL='https://www.enworld.org/threads/theorizing-more-on-social-conflict-systems.707313/#post-9481402']mention[/URL] a problem with creating gameplay dynamics in your thread on social systems, so it seems like you also see the issue. Maybe I just don’t understand what “blocking” means in this context. For example, consider the following situation. The players are looking for information on local bandit attacks. They hear someone at the bar may know, so they go to the bar to find out, seeing them him at the counter. [INDENT]Person 1: I walk over to the counter, greet the bartender, and order my usual. I turn to the man next to me and ask, “I hear you might know a way into the bandit camp.”[/INDENT] [INDENT]Person 2: I don’t know you.[/INDENT] In improv, that failure to accept the first person’s offer potentially kills the scene. However, in a role-playing game, there are game elements the players can use to overcome this obstacle. It doesn’t kill the scene. It’s an obstacle they can play the game to overcome. For example, in 5e (2014 edition), they could assess the NPC’s BIFTs and appeal to them to make a Charisma (Persuasion) check to make a request for the information. In Blades in the Dark, they can try to Sway (probably at Risky/Limited). In Torchbearer, this might become a Convince conflict. There are plenty of different ways games operationalize this. However, the important thing is that you can lose. Maybe the check fails, or you lose the conflict. The result is the NPC leaves or (worse) informs on the PCs to the bandits. To me, it seems like that risk of failure is the point. Otherwise, obstacles aren’t effectively obstacles. (Of course, it may be that I just don’t understand.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Trying to Describe "Narrative-Style Gameplay" to a Current Player in Real-World Terms
Top