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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
When generational differences become apparent
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: 6852809" data-attributes="member: 42582"><p>There does seem to be a diversity of approaches, yes. As I said upthread, I'm not implying this is bad (or good). I'm just curious.</p><p></p><p>I wasn't meaning to say that it couldn't be done. But I don't think it is such a strong default. Apart from anything else, I think that 5e assumes as a default a much richer and more expansive gameworld than the classic dungeon, and so it is much less likely that the GM will have all the key points noted and more likely that the GM will have to make some sort of judgment call on the spur of the moment, possibly in the context of improvised fiction and backstory as well.</p><p></p><p>(In the classic game, this move away from either pre-prepared notes or straightforward random rolling was, I think, most common in city adventures. I think that 5e, by default orientation, perhaps tends to bring this sort of play more front-and-centre than in the classic game.)</p><p></p><p>This approach seems to be based on what, upthread, I called the "objective" ingame situation. It reminds me of the GMing advice in Moldvay Basic, and of the approach to setting DCs (but not to deciding if a roll is required) in Burning Wheel.</p><p></p><p>This looks similar to the sort of approach [MENTION=97077]iserith[/MENTION] describes.</p><p></p><p>Some of this also looks similar - the issue of "uncertainty" is settled by considering the in-fiction situation. But some of it is also driven by "meta" considerations ie giving the players the information that is <em>vital</em> for the scenario.</p><p></p><p>This leaves it open, though, what makes a door "ordinary" or "special". Is that ascertained by reference to the in-fiction circumsances, or by "meta"-considerations.</p><p></p><p>The same question arises with respect to "exceptional circumstances". Are circumstances exceptional because of in-fiction considerations? Or "meta" considerations?</p><p></p><p>The description of doors needing locks or passwords sounds like the relevant consideration is in-fiction circumstances. But the desire to avoid grind sounds like a "meta", pacing consideration.</p><p></p><p>In my own GMing (which is not 5e GMing - at the moment I'm running a 4e game and a Burning Wheel game) I have come to use only "meta" considerations to decide when a roll is needed. If it is needed, then it has to be made even if the chance of success if (near-)automatic - because the making of the roll might trigger other factors within the overall resolution system.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6852809, member: 42582"] There does seem to be a diversity of approaches, yes. As I said upthread, I'm not implying this is bad (or good). I'm just curious. I wasn't meaning to say that it couldn't be done. But I don't think it is such a strong default. Apart from anything else, I think that 5e assumes as a default a much richer and more expansive gameworld than the classic dungeon, and so it is much less likely that the GM will have all the key points noted and more likely that the GM will have to make some sort of judgment call on the spur of the moment, possibly in the context of improvised fiction and backstory as well. (In the classic game, this move away from either pre-prepared notes or straightforward random rolling was, I think, most common in city adventures. I think that 5e, by default orientation, perhaps tends to bring this sort of play more front-and-centre than in the classic game.) This approach seems to be based on what, upthread, I called the "objective" ingame situation. It reminds me of the GMing advice in Moldvay Basic, and of the approach to setting DCs (but not to deciding if a roll is required) in Burning Wheel. This looks similar to the sort of approach [MENTION=97077]iserith[/MENTION] describes. Some of this also looks similar - the issue of "uncertainty" is settled by considering the in-fiction situation. But some of it is also driven by "meta" considerations ie giving the players the information that is [I]vital[/I] for the scenario. This leaves it open, though, what makes a door "ordinary" or "special". Is that ascertained by reference to the in-fiction circumsances, or by "meta"-considerations. The same question arises with respect to "exceptional circumstances". Are circumstances exceptional because of in-fiction considerations? Or "meta" considerations? The description of doors needing locks or passwords sounds like the relevant consideration is in-fiction circumstances. But the desire to avoid grind sounds like a "meta", pacing consideration. In my own GMing (which is not 5e GMing - at the moment I'm running a 4e game and a Burning Wheel game) I have come to use only "meta" considerations to decide when a roll is needed. If it is needed, then it has to be made even if the chance of success if (near-)automatic - because the making of the roll might trigger other factors within the overall resolution system. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
When generational differences become apparent
Top