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: 7381233" data-attributes="member: 42582"><p>But why do those options matter? In the example I gave, the players had an option - do they want to go confront the giants? Or do something else. They chose the former. So why, now, is the GM putting forward a <em>different option</em> that doesn't actually help deliver upon the option they already chose? What's the point?</p><p></p><p>And this answer just reinforces my point that the intersection is an impediment to player agency and instead makes GM-authored content the focus of play. The players were already enjoying the game. And they wanted to go and confront some giants. <em>So why not do that?</em></p><p></p><p>As far as the idea that they have to do this stuff so they can power up, I will take my email of a loot drop from the Raven Queen over that any time. If the PCs need powering up, then change the numbers on the PC sheets and get on with the game! (Or adjust the framing so that the current numbers on the sheets are good enough.)</p><p></p><p>To repost:</p><p></p><p style="margin-left: 20px"></p><p></p><p>The PC is in desperate straits. The player declares a prayer for aid. It's always been a bit of an open question in our 4e game to what extent a PC's player can try and use a Religion check as a bit of a catch-all, but that issue didn't come up in this context - the PC was fighting to recover the fourth segment of the Rod of Seven Parts, as he had been directed by Erathis to do, and so it was clearly within the scope of permissible action declarations.</p><p></p><p>This is obviously silly, isn't it? And I think [MENTION=82106]AbdulAlhazred[/MENTION] already posted something about this.</p><p></p><p>I mean, the implication of what you say is that <em>we can never cut to the action</em>, because maybe there is something else the players would have wanted to do if only the GM had drawn it to their attention by narrating 30 extra minutes of travel through the Underdark. If the players may have wanted allies, but didn't think about it, well that's sometime how it happens. They can try and recruit some allies from among the giants. (That doesn't seem that hard. The PCs in my Cortex+ game recruited allies among the giants they met. The PCs in my main 4e game recruited allies among the duergar they met.)</p><p></p><p>More generally, this is another example of confusion between authorship and reality. In real life, the fact that two events are separated by miles of travel makes the prospects of something significant happening in between them more likely. But when writing, there is no reason why the event I write about <em>today</em> can't be followed straight away by writing about an event that (in the fiction) happens in <em>ten years time</em>. If the players indicate that the next event they are interested is their arrival at the giant's cave, then let's cut to that event (or frame a check, or skill challenge, or whatever, to see what happens on the way there).</p><p></p><p>RPGs have always recognised this in some fashion or other - eg no one adjudicates every moment of a PC's life as if it was a round of combat, requiring an initiative check, action declarations, etc. By applying it in this context the players aren't deprived of any chance to play the game. It's just that more of the time spent playing will speak to stuff that concerns dramatic need, thematic issues, etc. Which is the point of "story now" RPGing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7381233, member: 42582"] But why do those options matter? In the example I gave, the players had an option - do they want to go confront the giants? Or do something else. They chose the former. So why, now, is the GM putting forward a [I]different option[/I] that doesn't actually help deliver upon the option they already chose? What's the point? And this answer just reinforces my point that the intersection is an impediment to player agency and instead makes GM-authored content the focus of play. The players were already enjoying the game. And they wanted to go and confront some giants. [I]So why not do that?[/I] As far as the idea that they have to do this stuff so they can power up, I will take my email of a loot drop from the Raven Queen over that any time. If the PCs need powering up, then change the numbers on the PC sheets and get on with the game! (Or adjust the framing so that the current numbers on the sheets are good enough.) To repost: [indent][/indent] The PC is in desperate straits. The player declares a prayer for aid. It's always been a bit of an open question in our 4e game to what extent a PC's player can try and use a Religion check as a bit of a catch-all, but that issue didn't come up in this context - the PC was fighting to recover the fourth segment of the Rod of Seven Parts, as he had been directed by Erathis to do, and so it was clearly within the scope of permissible action declarations. This is obviously silly, isn't it? And I think [MENTION=82106]AbdulAlhazred[/MENTION] already posted something about this. I mean, the implication of what you say is that [I]we can never cut to the action[/I], because maybe there is something else the players would have wanted to do if only the GM had drawn it to their attention by narrating 30 extra minutes of travel through the Underdark. If the players may have wanted allies, but didn't think about it, well that's sometime how it happens. They can try and recruit some allies from among the giants. (That doesn't seem that hard. The PCs in my Cortex+ game recruited allies among the giants they met. The PCs in my main 4e game recruited allies among the duergar they met.) More generally, this is another example of confusion between authorship and reality. In real life, the fact that two events are separated by miles of travel makes the prospects of something significant happening in between them more likely. But when writing, there is no reason why the event I write about [I]today[/I] can't be followed straight away by writing about an event that (in the fiction) happens in [I]ten years time[/I]. If the players indicate that the next event they are interested is their arrival at the giant's cave, then let's cut to that event (or frame a check, or skill challenge, or whatever, to see what happens on the way there). RPGs have always recognised this in some fashion or other - eg no one adjudicates every moment of a PC's life as if it was a round of combat, requiring an initiative check, action declarations, etc. By applying it in this context the players aren't deprived of any chance to play the game. It's just that more of the time spent playing will speak to stuff that concerns dramatic need, thematic issues, etc. Which is the point of "story now" RPGing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top