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="Maxperson" data-source="post: 7380397" data-attributes="member: 23751"><p>Not really. As you mentioned up thread, things the DM introduces become important to the players and vice versa. That's how the game is played. It's a mutual thing.</p><p></p><p></p><p></p><p>I guess I just didn't realize how passive your players are, and it floors me that not one of them would even try to talk to her. I would, as would all of my players. You still interrupted the spell that doesn't get interrupted, though, which prevented final resolution until AFTER you were done narrating what you did. There's no way around that. What the players tried to do was not final until after your narration.</p><p></p><p></p><p></p><p>If you want to call it a metaphor, go for it. It's simply not relevant to anything in this discussion whether it is or is not a metaphor. </p><p></p><p>What it does do, is give real options. Even if the intersection is imaginary, the options the players take exist in the real world. They make the decision on which way to go here, and tell me what it is here.</p><p></p><p>As for your your question, you sound like my wife. She will often not like it if I give up a game night with my friends to do something with her, because she knows that I enjoy gaming and want to be there gaming with them. The thing is, I am fully capable of wanting more than one thing that are in conflict with one another. Just because I want to and am interested in gaming, doesn't mean that I do not also want to spend time with her and go out to a movie. </p><p></p><p>The trip to the giants through the Underdark will garner the players experiences that add to their enjoyment of the game, as well as add to their PCs ability to handle the giants once they arrive. That makes it both interesting and makes it so that it addresses the goal of defeating the giants. It's simplistic to try and boil down game enjoyment/interest to a rush to immediately resolve a stated goal.</p><p></p><p></p><p></p><p>Players never think of everything. How do you know that they don't want to meet allies, as opposed to not thinking of something that they would have wanted to do had they thought of it?</p><p></p><p></p><p></p><p>While the example is cool and all, it appears that the player did not seek aid, but rather aid came as a result of his actions. Nor does it mean that the player will always remember aid as a possibility and mention it to you.</p><p></p><p></p><p></p><p>What does this have to do with you guys giving examples of bad DMing?</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7380397, member: 23751"] Not really. As you mentioned up thread, things the DM introduces become important to the players and vice versa. That's how the game is played. It's a mutual thing. I guess I just didn't realize how passive your players are, and it floors me that not one of them would even try to talk to her. I would, as would all of my players. You still interrupted the spell that doesn't get interrupted, though, which prevented final resolution until AFTER you were done narrating what you did. There's no way around that. What the players tried to do was not final until after your narration. If you want to call it a metaphor, go for it. It's simply not relevant to anything in this discussion whether it is or is not a metaphor. What it does do, is give real options. Even if the intersection is imaginary, the options the players take exist in the real world. They make the decision on which way to go here, and tell me what it is here. As for your your question, you sound like my wife. She will often not like it if I give up a game night with my friends to do something with her, because she knows that I enjoy gaming and want to be there gaming with them. The thing is, I am fully capable of wanting more than one thing that are in conflict with one another. Just because I want to and am interested in gaming, doesn't mean that I do not also want to spend time with her and go out to a movie. The trip to the giants through the Underdark will garner the players experiences that add to their enjoyment of the game, as well as add to their PCs ability to handle the giants once they arrive. That makes it both interesting and makes it so that it addresses the goal of defeating the giants. It's simplistic to try and boil down game enjoyment/interest to a rush to immediately resolve a stated goal. Players never think of everything. How do you know that they don't want to meet allies, as opposed to not thinking of something that they would have wanted to do had they thought of it? While the example is cool and all, it appears that the player did not seek aid, but rather aid came as a result of his actions. Nor does it mean that the player will always remember aid as a possibility and mention it to you. What does this have to do with you guys giving examples of bad DMing? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top