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
*Pathfinder & Starfinder
Turns and Rounds - relooking at exploration
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="howandwhy99" data-source="post: 5868626" data-attributes="member: 3192"><p>I know I'm cherry picking and that isn't cool. I simply want to point out that in D&D almost all of the magical spells were about exploration. I'd grant you the cleric's spells were vastly more about socialization or diplomacy, but that was more of the cleric's deal too. That players took every one of these and attempted to find some utility for each in combat (even Find Familiar in one game I was in back in middle school) is just indicative of the play preferences or style those players had. It wasn't right or wrong. A lot of stuff was used out of context, out of the box so to speak. Such play meant not seeing any one spell or power as a one trick pony. Anything might be useful in any given situation if one were creative enough. Only later did balancing become exclusively a concern in regards to combat and not everything also outside of encounters.</p><p></p><p>If the game goes to player turn by player turn play, sharing the DM from one pov, the whole thing is bound to slow inexorably down. </p><p></p><p>The OD&D games I play and run do this, but it simply isn't mandatory. My players have tired of me telling them that group initiative, group actions, and working together make things go much faster ...but, this is never mandatory. Each player chooses to work together or apart. Talking amongst players is actually a sign of progress in my experience. Even if they are arguing out each one's preference, it comes down to both caring about what to do in the game. Allowing both group and individual actions (public and private) means play is as fast as the players can account for. It places direction, manner, and pacing on them. </p><p></p><p>Don't get me wrong. This isn't easy and I've rarely seen it happen quickly like in a one off convention game, its simply hard to gel with strangers in that amount of time, but teams that work together and have developed their own repartee do come to tournaments and can run a DM through the paces.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5868626, member: 3192"] I know I'm cherry picking and that isn't cool. I simply want to point out that in D&D almost all of the magical spells were about exploration. I'd grant you the cleric's spells were vastly more about socialization or diplomacy, but that was more of the cleric's deal too. That players took every one of these and attempted to find some utility for each in combat (even Find Familiar in one game I was in back in middle school) is just indicative of the play preferences or style those players had. It wasn't right or wrong. A lot of stuff was used out of context, out of the box so to speak. Such play meant not seeing any one spell or power as a one trick pony. Anything might be useful in any given situation if one were creative enough. Only later did balancing become exclusively a concern in regards to combat and not everything also outside of encounters. If the game goes to player turn by player turn play, sharing the DM from one pov, the whole thing is bound to slow inexorably down. The OD&D games I play and run do this, but it simply isn't mandatory. My players have tired of me telling them that group initiative, group actions, and working together make things go much faster ...but, this is never mandatory. Each player chooses to work together or apart. Talking amongst players is actually a sign of progress in my experience. Even if they are arguing out each one's preference, it comes down to both caring about what to do in the game. Allowing both group and individual actions (public and private) means play is as fast as the players can account for. It places direction, manner, and pacing on them. Don't get me wrong. This isn't easy and I've rarely seen it happen quickly like in a one off convention game, its simply hard to gel with strangers in that amount of time, but teams that work together and have developed their own repartee do come to tournaments and can run a DM through the paces. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Turns and Rounds - relooking at exploration
Top