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 would be some good metics to evaluate RPG rules/systems?
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="Celebrim" data-source="post: 7623392" data-attributes="member: 4937"><p>I believe you misunderstood my point. I'm suggesting that in games where players can engage in authorship, they can have less agency than in games where they can't. </p><p></p><p>Consider my case of a railroaded traditional RPG where the players have only limited tactical choices and can't actually shape the overall story. We both agree this represents low player agency. The game is on rails.</p><p></p><p>Consider a hypothetical game with typical Nar mechanics. It will have rules for allowing players to engage in authorship, but only in a finite way. However, the storyteller - or 'guide' - still has the unlimited authorship of a world builder and secret keeper. Additionally, Nar games often flat out encourage the guide to engage in traditional railroading techniques such as Schrodinger's Map or Schrodinger's Stat Block. </p><p></p><p>Now suppose we are engaged in some sort of story arc and have reached the climatic encounter (or a climatic encounter) with a villain or foil. Because the guide has unlimited authorship and is flat out encouraged to "do what is best for the story" or "do what is fun", the guide can decide that since this is a climatic encounter then it ought to be a tense and exciting combat. And as such, he can using his authoring authority adjust the encounter on the fly so that - for the good of the game - the villain does not go down like a chump resulting in an "unfun" anti-climatic end of the story arc. Likewise, if the villain seems to be getting the upper hand, then he can - for the good of the game - adjust the combat on the fly so that just as it seems all is lost, one good die throw turns the tide at "the last moment'. </p><p></p><p>I put to you that this game is identical in terms of agency with the traditionally railroaded traditional RPG, despite the ability of the players to engage in authoring during the game. The reason is that ultimately, all that authoring is going to amount to what are essentially tactical choices of small import, while the actual results are beyond their ability to actually effect.</p><p></p><p>I came to this conclusion after watching game on youtube with mechanics that allowed player authorship. The game was more on rails than a game I run with traditional preparation and mechanics. Indeed, because the game actually encouraged much stronger authorship by the guide than is normally validated by a traditional RPG, the actual player agency relative to the GM was less than a traditional RPG despite sharing the authoring role with the players.</p><p></p><p></p><p></p><p>I'll have to watch that but don't be too surprised if I don't have the same analysis that you do.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7623392, member: 4937"] I believe you misunderstood my point. I'm suggesting that in games where players can engage in authorship, they can have less agency than in games where they can't. Consider my case of a railroaded traditional RPG where the players have only limited tactical choices and can't actually shape the overall story. We both agree this represents low player agency. The game is on rails. Consider a hypothetical game with typical Nar mechanics. It will have rules for allowing players to engage in authorship, but only in a finite way. However, the storyteller - or 'guide' - still has the unlimited authorship of a world builder and secret keeper. Additionally, Nar games often flat out encourage the guide to engage in traditional railroading techniques such as Schrodinger's Map or Schrodinger's Stat Block. Now suppose we are engaged in some sort of story arc and have reached the climatic encounter (or a climatic encounter) with a villain or foil. Because the guide has unlimited authorship and is flat out encouraged to "do what is best for the story" or "do what is fun", the guide can decide that since this is a climatic encounter then it ought to be a tense and exciting combat. And as such, he can using his authoring authority adjust the encounter on the fly so that - for the good of the game - the villain does not go down like a chump resulting in an "unfun" anti-climatic end of the story arc. Likewise, if the villain seems to be getting the upper hand, then he can - for the good of the game - adjust the combat on the fly so that just as it seems all is lost, one good die throw turns the tide at "the last moment'. I put to you that this game is identical in terms of agency with the traditionally railroaded traditional RPG, despite the ability of the players to engage in authoring during the game. The reason is that ultimately, all that authoring is going to amount to what are essentially tactical choices of small import, while the actual results are beyond their ability to actually effect. I came to this conclusion after watching game on youtube with mechanics that allowed player authorship. The game was more on rails than a game I run with traditional preparation and mechanics. Indeed, because the game actually encouraged much stronger authorship by the guide than is normally validated by a traditional RPG, the actual player agency relative to the GM was less than a traditional RPG despite sharing the authoring role with the players. I'll have to watch that but don't be too surprised if I don't have the same analysis that you do. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What would be some good metics to evaluate RPG rules/systems?
Top