Menu
Home
Post new thread
What's new
Latest activity
Authors
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
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
Find Us!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
EN Live
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
Biggest TTRPG Kickstarter Creators
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
Chat/Discord
Podcast
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
Menu
Log in
Register
Install the app
Install
COMING SOON! Dungeon Delver's Guide: A Sourcebook for 5E and A5E. An essential tome for creating, exploring, and running dungeons in your 5E or A5E game.
Home
Community
General Tabletop Discussion
*Dungeons & Dragons
Using social skills on other PCs
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="clearstream" data-source="post: 8483802" data-attributes="member: 71699"><p>I know what you mean! If you have time to share your paragraphs I'd gladly read them. I have come away with what - for me - are a few useful concepts.</p><ol> <li data-xf-list-type="ol">On rules and resolution, DM decides</li> <li data-xf-list-type="ol">On player-character motivation, player decides</li> <li data-xf-list-type="ol">5th edition procedures are malleable by design</li> <li data-xf-list-type="ol">Player choice | > character motivation > character actions</li> <li data-xf-list-type="ol">To everything there can be limits and exceptions</li> </ol><p>1. DM is supported in judging anything uncertain, even things that are ordinarily certain such as how a character acts. Game circumstances are infinitely diverse. There's no universal definition of what counts as challenging or consequential enough.</p><p></p><p>2. Game results can't impinge on player-character motivation, but they can inform what might be roleplayed should the player choose. A result that informs roleplay can include consequences that don't impinge.</p><p></p><p>3. The 5th edition basic pattern supports natural conversation among players and DM. Challenges and consequences might be explained up front, or a player might outline an approach that suggests to their DM additional or reduced challenges. Based on what is explained, players might modify their approach <em>without</em> ever having enacted it. The flow is malleable as well as recursive.</p><p></p><p>4. Mechanics frequently control actions. They rarely control motivations. DM narrates the results of mechanics, informing player choices without controlling them. In practice, the definition of roleplay largely protects the middle part: player-character motivations.</p><p></p><p>5. Set limits and S>G exceptions can (and often do) override roleplay. Exceptions can exist anywhere, altering any aspect of how the game normally works.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8483802, member: 71699"] I know what you mean! If you have time to share your paragraphs I'd gladly read them. I have come away with what - for me - are a few useful concepts. [LIST=1] [*]On rules and resolution, DM decides [*]On player-character motivation, player decides [*]5th edition procedures are malleable by design [*]Player choice | > character motivation > character actions [*]To everything there can be limits and exceptions [/LIST] 1. DM is supported in judging anything uncertain, even things that are ordinarily certain such as how a character acts. Game circumstances are infinitely diverse. There's no universal definition of what counts as challenging or consequential enough. 2. Game results can't impinge on player-character motivation, but they can inform what might be roleplayed should the player choose. A result that informs roleplay can include consequences that don't impinge. 3. The 5th edition basic pattern supports natural conversation among players and DM. Challenges and consequences might be explained up front, or a player might outline an approach that suggests to their DM additional or reduced challenges. Based on what is explained, players might modify their approach [I]without[/I] ever having enacted it. The flow is malleable as well as recursive. 4. Mechanics frequently control actions. They rarely control motivations. DM narrates the results of mechanics, informing player choices without controlling them. In practice, the definition of roleplay largely protects the middle part: player-character motivations. 5. Set limits and S>G exceptions can (and often do) override roleplay. Exceptions can exist anywhere, altering any aspect of how the game normally works. [/QUOTE]
Insert quotes…
Verification
Post reply
Home
Community
General Tabletop Discussion
*Dungeons & Dragons
Using social skills on other PCs
Top