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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What Player Abilities Should the Game Encourage?
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="stevelabny" data-source="post: 5870908" data-attributes="member: 9298"><p>I have some words on this. </p><p></p><p>Optimization is something that I think can be complete game-breaking if some players are doing it and other's aren't. To me this has to be one of the basic decisions of the campaign decided by all before you begin play. </p><p></p><p>Knowing your players/DM is part social skills, which is something people need to have before they sit down to play D&D, and part meta-gaming which should be avoided when possible. The meta-gaming aspect of knowing your other players is for poker, or euro board-games, not D&D. </p><p></p><p>Preparation, Lorekeeping and Strategic Gaming are the staples of D&D. If the are missing, I might argue that its not D&D. Obviously they all have a range of how deep you can go into each one, and DMs should customize their game to their players when possible, but these are the GAME parts of role-playing game. These are what differentiate the game from interactive storytelling. </p><p></p><p>Aggressive Roleplay? I'm not even sure I 100% understand what you're getting at with this one. I think campaigns work better if PCs have backstories, motivations, and DMs provide character hooks in the adventures, but that doesn't mean "and now we interrupt the campaign to go on a completely unrelated sidequest to visit Red's grandmother". If players are "aggressively" stealing the spotlight, that's bad. But they should "aggressively" respond to character hooks. I think the problem is that the definition of aggressive/meek will change depending on how much of a wallflower the player is. </p><p></p><p>And that brings us to :</p><p></p><p>Puzzle-solving. </p><p></p><p>This is where we went wrong I think. I despise the mentality of "my character is super-intelligent or super-stupid so there is no way this puzzle should be a challenge for me." Unless your intelligence is a 40 or a 3, you would always have a chance to figure it out and always have a chance to fail. If the puzzle is attached to some high-end vocabulary or magic theory or music-based (and you're a bard) yes, you should get hints that you as player might not know. But you shouldn't get the answer. </p><p></p><p>Puzzles are as much a part of D&D as preparation, lorekeeping and strategy. Yes, there are puzzles in older editions that made no sense or break verisimilitude. They were no different than two predatory monsters living in connecting rooms or traps that would be almost impossible for the dungeon residents to avoid. The problem wasn't the monsters, the traps, or the puzzles...its the way they were used. </p><p></p><p>Puzzle-solving whether its riddles, keys/doors, traps, map-reading or something else is a player skill that is once again what separates a GAME from a STORY. </p><p></p><p>And I fully believe that turning puzzles into strictly character challenges instead of a mix of character and player challenges was where the industry started to go wrong. </p><p></p><p></p><p>And yes, you can do whatever you want at your table. If everyone at your table hates puzzles, by all means take them out. But the books should encourage them as player challenges.</p></blockquote><p></p>
[QUOTE="stevelabny, post: 5870908, member: 9298"] I have some words on this. Optimization is something that I think can be complete game-breaking if some players are doing it and other's aren't. To me this has to be one of the basic decisions of the campaign decided by all before you begin play. Knowing your players/DM is part social skills, which is something people need to have before they sit down to play D&D, and part meta-gaming which should be avoided when possible. The meta-gaming aspect of knowing your other players is for poker, or euro board-games, not D&D. Preparation, Lorekeeping and Strategic Gaming are the staples of D&D. If the are missing, I might argue that its not D&D. Obviously they all have a range of how deep you can go into each one, and DMs should customize their game to their players when possible, but these are the GAME parts of role-playing game. These are what differentiate the game from interactive storytelling. Aggressive Roleplay? I'm not even sure I 100% understand what you're getting at with this one. I think campaigns work better if PCs have backstories, motivations, and DMs provide character hooks in the adventures, but that doesn't mean "and now we interrupt the campaign to go on a completely unrelated sidequest to visit Red's grandmother". If players are "aggressively" stealing the spotlight, that's bad. But they should "aggressively" respond to character hooks. I think the problem is that the definition of aggressive/meek will change depending on how much of a wallflower the player is. And that brings us to : Puzzle-solving. This is where we went wrong I think. I despise the mentality of "my character is super-intelligent or super-stupid so there is no way this puzzle should be a challenge for me." Unless your intelligence is a 40 or a 3, you would always have a chance to figure it out and always have a chance to fail. If the puzzle is attached to some high-end vocabulary or magic theory or music-based (and you're a bard) yes, you should get hints that you as player might not know. But you shouldn't get the answer. Puzzles are as much a part of D&D as preparation, lorekeeping and strategy. Yes, there are puzzles in older editions that made no sense or break verisimilitude. They were no different than two predatory monsters living in connecting rooms or traps that would be almost impossible for the dungeon residents to avoid. The problem wasn't the monsters, the traps, or the puzzles...its the way they were used. Puzzle-solving whether its riddles, keys/doors, traps, map-reading or something else is a player skill that is once again what separates a GAME from a STORY. And I fully believe that turning puzzles into strictly character challenges instead of a mix of character and player challenges was where the industry started to go wrong. And yes, you can do whatever you want at your table. If everyone at your table hates puzzles, by all means take them out. But the books should encourage them as player challenges. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What Player Abilities Should the Game Encourage?
Top