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="Lanefan" data-source="post: 7341789" data-attributes="member: 29398"><p>No, she would never know whether there was one there to be found or not; and nor would anyone else.</p><p></p><p>That's why I just left it as 'uncertain' - there could be one there but with complications, there might not be one there, whatever.</p><p></p><p>Where I'm talking about both player-side and DM-side preferences pretty much equally, as for me it's the same either way: I want to be DMed the same way I DM, and vice versa.</p><p></p><p>And here it comes down to our different definitions of what 'matter' means in the phrase 'choices matter'.</p><p></p><p>For me, I know it's not my place as a player to build the game world in any major way; but I also know it can be my place to make a bit of a mess of what has been built via what my PC does. How and where and why and even if I make said mess are all my choices, and they all matter.</p><p></p><p>The DM puts out hooks but I can choose to ignore them or not; the resulting choice of what adventuring we do is one that matters. Etc.</p><p></p><p>In your system, something I wonder is just how often - if ever - the PCs actually get a real chance to sit back, relax, and choose from more than one available option what major thing (i.e. adventure) they will tackle next. From your play examples and your talk of "always keeping the pressure on" it seems like this never happens; that the PCs are always up against it in an endless cycle of action-and-reaction. I wonder if this works against player/PC choice every bit as much as a hard railroad does.</p><p></p><p>Not who, but what: the integrity of the game.</p><p></p><p>Yes it might seem a bit silly to in effect roll against myself, but how else do I honestly and fairly determine how and where - and in some cases why - the dominoes fall? I could, I suppose, just make something up - it'd be faster to do it this way, but less robust; and I could easily trap myself in paradox or talk myself into a corner (both of which are completely unacceptable red flags pointing to a DM who just doesn't know his guano) if the PCs/players dig deep into what happened and how.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7341789, member: 29398"] No, she would never know whether there was one there to be found or not; and nor would anyone else. That's why I just left it as 'uncertain' - there could be one there but with complications, there might not be one there, whatever. Where I'm talking about both player-side and DM-side preferences pretty much equally, as for me it's the same either way: I want to be DMed the same way I DM, and vice versa. And here it comes down to our different definitions of what 'matter' means in the phrase 'choices matter'. For me, I know it's not my place as a player to build the game world in any major way; but I also know it can be my place to make a bit of a mess of what has been built via what my PC does. How and where and why and even if I make said mess are all my choices, and they all matter. The DM puts out hooks but I can choose to ignore them or not; the resulting choice of what adventuring we do is one that matters. Etc. In your system, something I wonder is just how often - if ever - the PCs actually get a real chance to sit back, relax, and choose from more than one available option what major thing (i.e. adventure) they will tackle next. From your play examples and your talk of "always keeping the pressure on" it seems like this never happens; that the PCs are always up against it in an endless cycle of action-and-reaction. I wonder if this works against player/PC choice every bit as much as a hard railroad does. Not who, but what: the integrity of the game. Yes it might seem a bit silly to in effect roll against myself, but how else do I honestly and fairly determine how and where - and in some cases why - the dominoes fall? I could, I suppose, just make something up - it'd be faster to do it this way, but less robust; and I could easily trap myself in paradox or talk myself into a corner (both of which are completely unacceptable red flags pointing to a DM who just doesn't know his guano) if the PCs/players dig deep into what happened and how. Lanefan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top