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
What is *worldbuilding* for?
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: 7333046" data-attributes="member: 42582"><p>To me, that seems very Gygaxian. In his rules for evasion of dungeon encounters, the first step is to check what the GM's notes say.</p><p></p><p>If the PCs are defeated by the monsters, and the players come back with new PCs - or if the same PCs who escaped/were driven off return - do you stick to the same patterns of behaviour? That seems important for the players to be actually able to learn and so improve their play.</p><p></p><p>Hard question?</p><p></p><p>In broad terms, I think there are at least four, or mabye three-and-a-half (some of this thread might be about whether that half is really a whole!).</p><p></p><p>I see Gygaxian dungeoneering/skilled play as a key style. Even if it's less common now (which I still believe it is), it's pretty foundational for D&D, and explains where so many of the rules and received methods come from.</p><p></p><p>Then there is what I think of as 2nd ed-style play, with very heavy GM control over the fiction and resolution (Gyagx said that fudging an encounter is contrary to the major precepts of the game; 2nd ed encourages it "for the good of the story"). I see the PF AP style as a descendant of this style. CoC is my favourite RPG to play in this style (with an evocative GM, and in modest doses).</p><p></p><p>Then there is the "indie"/"no myth" style I like. There are variations in this style - eg I tend towards rather strongly scene-framed approaches, whereas eg Dungeon World is a bit structurally looser than that, with the GM decision-making a bit more on the micro-/granular rather than "big picture" side of things. But for the current thread these differences can be glossed over, I think.</p><p></p><p>Then the "half-style": the one that is Gygaxian in some ways (pre-authored setting, but no fudging) but which has a scope and an approach that therefore makes player learning (through repeat attempts, use of divination resources, etc) hard; and makes the GM's role in choosing what to foreground about the setting much more important than the player's less mediated, more direct engagement with the dungeon map and the dungeon key. I think this is where you and [MENTION=23935]Nagol[/MENTION] probably fall (in terms of this thread - I'm not saying this is who you are as RPGers).</p><p></p><p>I'll go this far in this post: I think this fourth style can tend to slip into a version of the 2nd ed style.</p><p></p><p>Now just like there are variants in the "indie"-style, there are variants in that 2nd style. I'm running them together because the difference don't loom large for me (given my conception of player agency). Eg in a PF AP the players may be literally on a railroad (first encounter A, then encounter B, then C, etc). Whereas in some others that I'm putting into this category, the players can choose whether they go to A or B or C. From my point of view, though, the choice of A or B or C - if it is still a choice among things to be told by the GM - still makes the game a GM-driven one. The players just trigger which bit of his/her pre-written stuff the GM tells them.</p><p></p><p>I think the fourth style can tend to slip into the "choose A or B or C" version of the second style. Without the clear structure for learning and "winning" that is there in the dungeon style, it can turn into "trigger the GM telling me stuff".</p></blockquote><p></p>
[QUOTE="pemerton, post: 7333046, member: 42582"] To me, that seems very Gygaxian. In his rules for evasion of dungeon encounters, the first step is to check what the GM's notes say. If the PCs are defeated by the monsters, and the players come back with new PCs - or if the same PCs who escaped/were driven off return - do you stick to the same patterns of behaviour? That seems important for the players to be actually able to learn and so improve their play. Hard question? In broad terms, I think there are at least four, or mabye three-and-a-half (some of this thread might be about whether that half is really a whole!). I see Gygaxian dungeoneering/skilled play as a key style. Even if it's less common now (which I still believe it is), it's pretty foundational for D&D, and explains where so many of the rules and received methods come from. Then there is what I think of as 2nd ed-style play, with very heavy GM control over the fiction and resolution (Gyagx said that fudging an encounter is contrary to the major precepts of the game; 2nd ed encourages it "for the good of the story"). I see the PF AP style as a descendant of this style. CoC is my favourite RPG to play in this style (with an evocative GM, and in modest doses). Then there is the "indie"/"no myth" style I like. There are variations in this style - eg I tend towards rather strongly scene-framed approaches, whereas eg Dungeon World is a bit structurally looser than that, with the GM decision-making a bit more on the micro-/granular rather than "big picture" side of things. But for the current thread these differences can be glossed over, I think. Then the "half-style": the one that is Gygaxian in some ways (pre-authored setting, but no fudging) but which has a scope and an approach that therefore makes player learning (through repeat attempts, use of divination resources, etc) hard; and makes the GM's role in choosing what to foreground about the setting much more important than the player's less mediated, more direct engagement with the dungeon map and the dungeon key. I think this is where you and [MENTION=23935]Nagol[/MENTION] probably fall (in terms of this thread - I'm not saying this is who you are as RPGers). I'll go this far in this post: I think this fourth style can tend to slip into a version of the 2nd ed style. Now just like there are variants in the "indie"-style, there are variants in that 2nd style. I'm running them together because the difference don't loom large for me (given my conception of player agency). Eg in a PF AP the players may be literally on a railroad (first encounter A, then encounter B, then C, etc). Whereas in some others that I'm putting into this category, the players can choose whether they go to A or B or C. From my point of view, though, the choice of A or B or C - if it is still a choice among things to be told by the GM - still makes the game a GM-driven one. The players just trigger which bit of his/her pre-written stuff the GM tells them. I think the fourth style can tend to slip into the "choose A or B or C" version of the second style. Without the clear structure for learning and "winning" that is there in the dungeon style, it can turn into "trigger the GM telling me stuff". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top