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="AbdulAlhazred" data-source="post: 7341489" data-attributes="member: 82106"><p>What 'variables' are there here? <em>There is no challenge which does not involve the PCs!</em> This is bedrock fundamental in my method of play, and it is reflected in the mechanics of HoML, which literally has no mechanical system to handle things outside of the scope of the characters. Any such goings-on are either unrelated to the PCs and their concerns, in which case they are merely setting detail, color essentially; or they are things which DO bear upon the conflicts that the PCs are engaged in, in which case the players play them out. Since no PC is acting directly in a 'scene' between the Assassin and the King, there are no checks to be made at that point in the narrative. </p><p></p><p>It is sufficient that the players have achieved execution of the mission to a sufficiently high level of success, the rest is already encompassed within that. When the characters execute their last actions in the process, the last check is cast and success (or failure) is achieved. The end results will then be narrated, probably by the GM. Perhaps the players will be treated to a dramatic vignette, or maybe they'll just get a message later on or a pounding at their door telling them the King's Men have arrived to bring them in. </p><p></p><p>The DM tossing extra dice at the end of a challenge and giving the players no more input into it is IMHO pointless. The wager has been made, fate has already decreed the outcome based on the skill, luck, and willingness to wager the necessary stakes (or not). In my conception of D&D it isn't a process sim. Dice are not used to simulate some sort of 'world', they are used as they would be in any gamble of skill and chance, to introduce uncertainty and transform the exercise into one where the outcomes are not forgone conclusions, but have an element of tension. </p><p></p><p>Now, perhaps a better story would include some way for the PCs to actually engage in the assassination itself? Yeah, maybe! Perhaps if they can scry and help the assassin, or if they actually do it themselves. Well, then that would be a different thing. Obviously the challenge would then extend beyond preparation, or it could be reframed into several challenges, etc. Again, this is all a matter of how central the element is to the story, is it climactic or is it merely one more link in a chain of plot elements leading to some greater climax? I tend to structure things so that the pacing slows in the highest stakes and most dramatic aspects of the adventure or story arc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7341489, member: 82106"] What 'variables' are there here? [I]There is no challenge which does not involve the PCs![/I] This is bedrock fundamental in my method of play, and it is reflected in the mechanics of HoML, which literally has no mechanical system to handle things outside of the scope of the characters. Any such goings-on are either unrelated to the PCs and their concerns, in which case they are merely setting detail, color essentially; or they are things which DO bear upon the conflicts that the PCs are engaged in, in which case the players play them out. Since no PC is acting directly in a 'scene' between the Assassin and the King, there are no checks to be made at that point in the narrative. It is sufficient that the players have achieved execution of the mission to a sufficiently high level of success, the rest is already encompassed within that. When the characters execute their last actions in the process, the last check is cast and success (or failure) is achieved. The end results will then be narrated, probably by the GM. Perhaps the players will be treated to a dramatic vignette, or maybe they'll just get a message later on or a pounding at their door telling them the King's Men have arrived to bring them in. The DM tossing extra dice at the end of a challenge and giving the players no more input into it is IMHO pointless. The wager has been made, fate has already decreed the outcome based on the skill, luck, and willingness to wager the necessary stakes (or not). In my conception of D&D it isn't a process sim. Dice are not used to simulate some sort of 'world', they are used as they would be in any gamble of skill and chance, to introduce uncertainty and transform the exercise into one where the outcomes are not forgone conclusions, but have an element of tension. Now, perhaps a better story would include some way for the PCs to actually engage in the assassination itself? Yeah, maybe! Perhaps if they can scry and help the assassin, or if they actually do it themselves. Well, then that would be a different thing. Obviously the challenge would then extend beyond preparation, or it could be reframed into several challenges, etc. Again, this is all a matter of how central the element is to the story, is it climactic or is it merely one more link in a chain of plot elements leading to some greater climax? I tend to structure things so that the pacing slows in the highest stakes and most dramatic aspects of the adventure or story arc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top