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
*Dungeons & Dragons
What are the Roles now?
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="pemerton" data-source="post: 6520227" data-attributes="member: 42582"><p>Role labels, and the sentences in which they occur, aren't part of the setting - they are statements of guidelines for how PCs might be built and played. They occupy the same functional space as a bit of advice in an older D&D book saying "If you play a magic-user, you will have to work hard to keep out of combat and avoid being killed, due to your poor AC and hit points."</p><p></p><p>If someone finds the <em>fiction</em> to which PC builds give rise to be arbitrary or genre-breaking, that would be an example of what you quote. That will vary across players. For me, the idea that a gentle word from a charismatic battle captain can revive the spirits of a comrade reinforces (Tokienesque) genre; likewise, the idea that powerful warriors will find themselves at the centre of the action, being swarmed by their enemies (though here the genre is fantasy more generally, with probably REH's Conan as the core example).</p><p></p><p>Others might have different genre expectations and preferences, and therefore find their immersion broken by some of this fiction to which the mechanics give rise.</p><p></p><p>"Passive", here, describes a psychological experience - a feeling.</p><p></p><p>In the context of RPG design, what sorts of mechanics create what sorts of feelings? In RPG play, players have to describe what their PCs are doing, sometimes using the technical language of action declaration. Whether or not incorporating into those descriptions references to things that are not the PC, or that - in the fiction - are not under the PC's control will disrupt a certain feeling is not something to be answered by logic. It is an empirical question. And I think it is obvious that these experiences vary across players.</p><p></p><p>Here are two hypothetical action declarations that might be made when a PC, with a roguish background, is trying to find a shady contact in a city:</p><p></p><p style="margin-left: 20px">Player: Do I have any contacts from my past here?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">GM: Yes . . . [fills in some details] . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: Cool. My Streetwise check is 16 - do I make contact?</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">GM: [Consults resolution rules and determines whether or not contact is successfully made.]</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">************</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Player: I'm trying to hook up with one of my contacts here from my past,who can put me in touch with the guildmaster. My Streetwise check is 16.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">GM: Cool. [Consults resolution rules and determines whether or not contact is successfully made.] You meet . . . [fills in details depending on whether or not check succeeded] . . .</p><p></p><p>The second example - modelled loosely on Burning Wheel's Circles mechanic - illustrates an instance of player authorship - the player is entitled to author elements of his/her PC's background, including having acquaintances in the city; the resolution mechanics determine whether or not the PC, on this occasion, successfully makes contact with one of those acquaintances.</p><p></p><p>There is no a priori reason why the second mode of action declaration should spoil immersion in some way that the first is guaranteed not to.</p><p></p><p>This. Generalising from one's own psychological experience, to what is possible for other RPGers, is fraught with the risk of error.</p><p></p><p>To refer to a different medium: I have no trouble becoming immersed in a foreign-language, subtitled film. I know other people who do. All this shows is that the psychological experience of reading the dialogue is different for different film viewers.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6520227, member: 42582"] Role labels, and the sentences in which they occur, aren't part of the setting - they are statements of guidelines for how PCs might be built and played. They occupy the same functional space as a bit of advice in an older D&D book saying "If you play a magic-user, you will have to work hard to keep out of combat and avoid being killed, due to your poor AC and hit points." If someone finds the [I]fiction[/I] to which PC builds give rise to be arbitrary or genre-breaking, that would be an example of what you quote. That will vary across players. For me, the idea that a gentle word from a charismatic battle captain can revive the spirits of a comrade reinforces (Tokienesque) genre; likewise, the idea that powerful warriors will find themselves at the centre of the action, being swarmed by their enemies (though here the genre is fantasy more generally, with probably REH's Conan as the core example). Others might have different genre expectations and preferences, and therefore find their immersion broken by some of this fiction to which the mechanics give rise. "Passive", here, describes a psychological experience - a feeling. In the context of RPG design, what sorts of mechanics create what sorts of feelings? In RPG play, players have to describe what their PCs are doing, sometimes using the technical language of action declaration. Whether or not incorporating into those descriptions references to things that are not the PC, or that - in the fiction - are not under the PC's control will disrupt a certain feeling is not something to be answered by logic. It is an empirical question. And I think it is obvious that these experiences vary across players. Here are two hypothetical action declarations that might be made when a PC, with a roguish background, is trying to find a shady contact in a city: [indent]Player: Do I have any contacts from my past here? GM: Yes . . . [fills in some details] . . . Player: Cool. My Streetwise check is 16 - do I make contact? GM: [Consults resolution rules and determines whether or not contact is successfully made.] ************ Player: I'm trying to hook up with one of my contacts here from my past,who can put me in touch with the guildmaster. My Streetwise check is 16. GM: Cool. [Consults resolution rules and determines whether or not contact is successfully made.] You meet . . . [fills in details depending on whether or not check succeeded] . . .[/indent] The second example - modelled loosely on Burning Wheel's Circles mechanic - illustrates an instance of player authorship - the player is entitled to author elements of his/her PC's background, including having acquaintances in the city; the resolution mechanics determine whether or not the PC, on this occasion, successfully makes contact with one of those acquaintances. There is no a priori reason why the second mode of action declaration should spoil immersion in some way that the first is guaranteed not to. This. Generalising from one's own psychological experience, to what is possible for other RPGers, is fraught with the risk of error. To refer to a different medium: I have no trouble becoming immersed in a foreign-language, subtitled film. I know other people who do. All this shows is that the psychological experience of reading the dialogue is different for different film viewers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What are the Roles now?
Top