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
*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="Iosue" data-source="post: 6854331" data-attributes="member: 6680772"><p>I saw the quotes, but they aren't really applicable to the situation, for a number of reasons. 1) My old group and I came up with 1st edition AD&D. The other players I'm talking about generally have not. Nevertheless, there's a tendency for my old group to say, "I do X," and wait expectantly for my ruling, and for the newer groups to say "I do X, (roll), a 17" before I can say anything. 2) My point is not merely about the narrow example of a perception check, but also includes various skill checks, such as Athletics, Acrobatics, Intimidation, and Persuasion. This can be particularly disconcerting because they roll so early, sometimes I have no particular DC set ahead of time, and am forced to decide whether they made it or not, rather than allow the dice to decide. And 3) There's absolutely nothing unusual about attempting to perceive something and expecting that it will be resolved with a roll. There is something unusual, IMO, with attempting to perceive something and rolling unilaterally. Particularly since in the examples you quoted, it's the DM who rolls perception related checks, so that the player doesn't know whether there is really anything there, or if they failed the roll. Hence Gygax's injunction (to the DM) to roll anyway, even if such a roll is not needed.</p><p></p><p></p><p>The point of the Carr quotes is to indicate that my stance, as DM, is not adversarial with regards to the players, and that I don't play "Gotcha!" games. My lament in this case is that my goal is to assist the players by providing the information that is available to them. But it seems that many players do not expect such information come without passing through the crucible of a die roll. Or, alternatively, that a roll of the die is enough to indicate that they have it. I would spare them the frustration of rolling and failing, or of rolling high to no effect (because there was no effect to be found), or of making unnecessary rolls in general. If they engaged with me, rather than purely mechanical resolutions, we could take the game to new heights, enhanced by die rolls rather than limited by them.</p><p></p><p></p><p>That's actually quite orthogonal to the issue. It's more DM-based resolution over mechanically-based resolution that I'm talking about. The former may include fictional positioning, but that is not the whole of it. As in the B/X example I noted. If the player merely expressed his intentions to me, the DM, then there would be times when they would be resolved with fictional positioning, and others when it was resolved by various kinds of mechanical resolution. What I offer is greater possibilities, a game that utilizes multiple approaches to resolution, tailored to the situation. But that player preferred to rely on that single mechanical resolution.</p><p></p><p>It's not that I don't understand <em>why</em> some players want to play that way. For whatever reason, be that previous bad experiences, or learning D&D through a particular edition, or even just innate preference, they want a clear sense of agency, and points of hard contact where they interact with the game. That is why I try not to force my style on players who don't want it, and I force down the reflexive annoyance that flares when a player rolls unilaterally. I just don't feel my games with those players have reached the heights of the games I where I can use that style. When the players engage with me, I'm more engaged with them, and the game, and we feed off each other.</p><p></p><p>I've found this to be true from the opposite side, as well. As I like to say, "Say 'Yes,'" doesn't apply just to GMs.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6854331, member: 6680772"] I saw the quotes, but they aren't really applicable to the situation, for a number of reasons. 1) My old group and I came up with 1st edition AD&D. The other players I'm talking about generally have not. Nevertheless, there's a tendency for my old group to say, "I do X," and wait expectantly for my ruling, and for the newer groups to say "I do X, (roll), a 17" before I can say anything. 2) My point is not merely about the narrow example of a perception check, but also includes various skill checks, such as Athletics, Acrobatics, Intimidation, and Persuasion. This can be particularly disconcerting because they roll so early, sometimes I have no particular DC set ahead of time, and am forced to decide whether they made it or not, rather than allow the dice to decide. And 3) There's absolutely nothing unusual about attempting to perceive something and expecting that it will be resolved with a roll. There is something unusual, IMO, with attempting to perceive something and rolling unilaterally. Particularly since in the examples you quoted, it's the DM who rolls perception related checks, so that the player doesn't know whether there is really anything there, or if they failed the roll. Hence Gygax's injunction (to the DM) to roll anyway, even if such a roll is not needed. The point of the Carr quotes is to indicate that my stance, as DM, is not adversarial with regards to the players, and that I don't play "Gotcha!" games. My lament in this case is that my goal is to assist the players by providing the information that is available to them. But it seems that many players do not expect such information come without passing through the crucible of a die roll. Or, alternatively, that a roll of the die is enough to indicate that they have it. I would spare them the frustration of rolling and failing, or of rolling high to no effect (because there was no effect to be found), or of making unnecessary rolls in general. If they engaged with me, rather than purely mechanical resolutions, we could take the game to new heights, enhanced by die rolls rather than limited by them. That's actually quite orthogonal to the issue. It's more DM-based resolution over mechanically-based resolution that I'm talking about. The former may include fictional positioning, but that is not the whole of it. As in the B/X example I noted. If the player merely expressed his intentions to me, the DM, then there would be times when they would be resolved with fictional positioning, and others when it was resolved by various kinds of mechanical resolution. What I offer is greater possibilities, a game that utilizes multiple approaches to resolution, tailored to the situation. But that player preferred to rely on that single mechanical resolution. It's not that I don't understand [i]why[/i] some players want to play that way. For whatever reason, be that previous bad experiences, or learning D&D through a particular edition, or even just innate preference, they want a clear sense of agency, and points of hard contact where they interact with the game. That is why I try not to force my style on players who don't want it, and I force down the reflexive annoyance that flares when a player rolls unilaterally. I just don't feel my games with those players have reached the heights of the games I where I can use that style. When the players engage with me, I'm more engaged with them, and the game, and we feed off each other. I've found this to be true from the opposite side, as well. As I like to say, "Say 'Yes,'" doesn't apply just to GMs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
When generational differences become apparent
Top