D&D 5E Why I love 5E - the renewal of Theater of Mind

Mercurius

Legend
My group has now had three sessions, with our third last night. We had used the playtest rules once about a year ago but couldn't get a campaign going. With each session I find myself loving the 5E rules more and more; actually, just about everything about 5E (except the product release schedule, lack of OGL and online tools, yadayada, but that's another matter).

If I could sum up why I love 5E it would be this: Theater of Mind, baby!

I'm fairly certain everyone knows what "Theater of Mind" means, but for those who might not, it basically refers to the imaginative experience of a roleplaying game - the degree to which the "theater" happens in the mind - and not on the battlemat. It is the degree to which the experience of imagination is alive in the game experience (I'm not entirely sure, but I think the term originated with radio).

Here's a quick disclaimer: I am *not* claiming that my experience is universal, nor am I saying that theater of mind was not possible in other editions, nor that for some, other editions might be equally or even more conducive to theater of mind than 5E; everyone has their own experience. I am merely sharing my own experience and general impressions - so take it with a grain of salt. My experience and viewpoints shouldn't in any way be taken to imply that your experience and viewpoints are somehow wrong.

OK, back to it. I remember that when 3E came out, it was like a breath of fresh air for D&D. The rules were streamlined and modernized; it was as if D&D had finally caught up to the design ideas of the last decade plus. I played with a group for a couple years in 2001-02. I did start experiencing a worrisome trend with that group, which even led to a debate among us. We started using miniatures and a battle mat, not just for combats but for dungeon-crawling. The DM would draw out the dungeon as we went and we would move our pieces along. One of my fellow players protested, saying that it ruined the imaginative experience, because his attention was always focused on the game table, the mat, and the little metal figures. I really resonated with what he said. I can't remember how exactly we resolved it, but I moved shortly thereafter so stopped playing with that group.

Fast forward five years and I haven't played D&D in half a decade. I still occasionally buy books and see what's up in the RPG world, but I'm in one of the few multi-year hiatuses that I've experienced in my 35 years of gaming. Anyhow, it is late 2007 and I discover that a new edition of D&D is coming out. I join the excitement and order the slipcase set and then in June of 2008 experience Amazongate (remember that?). While I don't immediately resonate with the look and feel of 4E, I don't quite get the hullabaloo that I read about in online forums. I was able to get a group together and we started playing in the Fall of 2008. For the next few years we played semi-regularly, usually about once a month. We mainly played a single campaign for which the characters eventually went up to around level 17. I DMed 95% of the time, with a couple spells mixed in with a couple other DMs.

Anyhow, at some point I started tiring of 4E. Nothing really new to say - it has all been said before - but in many ways it came down to the feeling that 4E was like playing two games, combat and non-combat. Non-combat was fairly standard, theater of mind-based, D&D. But when combat began, our attention shifted to the battlemat and, for the most part (although not entirely), we withdrew from the imaginative experience. Given the grindy nature of 4E combat, I would estimate that 50-75% of every session was focused on the battlemat and not in Theater of Mind.

So I started looking around for other options. By that time, this was probably early 2012, I knew that 5E was coming. But I also knew that it would probably be a couple years. I took a long hard look at Pathfinder, because I owned a lot of the books and enjoyed Paizo products, but didn't want to dial back to "3.75." So we hung in with 4E, although by the time we got to 2013, our campaign was dwindling and we were playing less and less. This was largely due to Real Life obligations on my part, and me being the primary DM, it was hard to get things together. In 2014 we decided to give the playtest rules a shot, but it was only once and I couldn't get it together to run a campaign.

So now it is April of 2015. We just played our third session of a new campaign and all seem to be greatly enjoying it and the 5E rules. The main difference is where I started with: Theater of Mind. 5E has brought imagination more fully back into the game experience for all of us. It truly does harken back to the "good old days" where everything happened in the mind and, at most, miniatures and battlemats, were used as supplementary and not the focus of game play. It is so refreshing, and to me really brings forth what is best about RPGs: the play of the imagination.

So good for you, WotC. You've really nailed it with this one.

What about you all? Similar or different experience?
 

log in or register to remove this ad

Excellent post and though I have tons of miniatures and DF terrain, they get out only during combat when I DM.

While I have little experience with 3E and none with 4E, 2nd ed was my thing, 5th has drawn me back to rpgs.
 

Your post mirrors my experience. To me 5e's flexibility is the key. It seems easy to add variety to my sessions to enhance excitement. I love it
 

Hiya!

For me, I've never left the TotM play. It was good enough for me in '79/'80, it's good enough for me now! ;) Ok, so it's better than that. I tried to "get into miniatures for RPG's" back around the late '80s...spent hundreds of dollars on mini's, card-stock dungeon tiles, paints, even foliage (model train stuff works pretty dang well!). At *most* I would use them for 10 to 20 percent of the game. After a few months or trying this mini thing off and on, I realized it just wasn't for me or my group. Players did sometimes buy a mini to represent their character, but only as a "table visualization" to stand in front of the player on the table.

My mini itch was scratched by playing some Warhammer Fantasy Battle... I can't remember if it was the 1st or 2nd edition. It was the one that came in a box; probably 1st I think (back when only heavy metal punks with leather, spikes, chains, piercings, and multi-colored mohawks were the average WH player...back when Daemons had nipples and all manner of naughty bits still showing...and they were still made out of lead and cost 1/10th to 1/100th of what it does now). Mostly we just sat around painting armies more than playing. Still, lots of fun, and still do it to this day! :)

RPG...Theatre of the Mind all the way baby! :D

^_^

Paul L. Ming
 

Different, at least so far. None of my 5e sessions have been TotM, we've used miniatures for pretty much every combat. To be frank, I got tired of Theatre of the Mind (or Theatre of the Argue with the DM about how many orcs were in that Fireball) with 2e, so I have no desire to go back to it.
 

Meh. D&D was never "meant to be theatre of the mind." I question whether that was even a serious intent of 5e.

Old-school D&D grew straight out of wargaming - minis, sand tables, the whole 9 yards (or 1" = 10 yards out doors or 10' in doors). It added dungeon exploration in which a key (/the key/) activity was, of course, 'mapping' on a pad of graph paper (XOMG, graph paper is a 'grid!'). AD&D never got away from any of that, and 3e and 4e merely simplified it using a 1"=5' grid (not a new practice, just better-supported in those editions).

5e states movement, range, & area in feet. That's not in any way 'TotM,' it's just allowing flexibility with the scale. If you wanted to use, say 15mm figures instead of the supposedly-25mm (more like 35 these days) scale long traditional in D&D, for instance, everything stated in feet helps slightly. 5e states movement in feet, range in feet, and areas in geometric shapes precise to the foot. That screems out for minis, a play surface, measuring tape, protractor, and a compass & straight-edge like geometry class.

What would help facilitate 'TotM' is some stuff 5e simply doesn't do, at all. For decades, other games have actually supported play without maps or minis with more abstract rules for movement, range, area and positioning. 'Areas' instead of ranges or shapes, range bands, all sorts of things. Even 4e got that treatment from the late Wrecan at the Wizard's community with his SARN-FU rules.

Most recently 13A declared TotM as it's default, and actually came through with a system of enganged, close, & far ranges, and area effects that targeted a random number of enemies at a given range instead of needing exact positioning and precise shapes to determine who was affected. That's actual rules support for TotM. Check it out, you may be surprised to see how smoothly TotM can run when you're not fighting the rules to do it.
 

Meh. D&D was never "meant to be theatre of the mind." I question whether that was even a serious intent of 5e.

Old-school D&D grew straight out of wargaming - minis, sand tables, the whole 9 yards (or 1" = 10 yards out doors or 10' in doors). It added dungeon exploration in which a key (/the key/) activity was, of course, 'mapping' on a pad of graph paper (XOMG, graph paper is a 'grid!'). AD&D never got away from any of that, and 3e and 4e merely simplified it using a 1"=5' grid (not a new practice, just better-supported in those editions).

5e states movement, range, & area in feet. That's not in any way 'TotM,' it's just allowing flexibility with the scale. If you wanted to use, say 15mm figures instead of the supposedly-25mm (more like 35 these days) scale long traditional in D&D, for instance, everything stated in feet helps slightly. 5e states movement in feet, range in feet, and areas in geometric shapes precise to the foot. That screems out for minis, a play surface, measuring tape, protractor, and a compass & straight-edge like geometry class.

What would help facilitate 'TotM' is some stuff 5e simply doesn't do, at all. For decades, other games have actually supported play without maps or minis with more abstract rules for movement, range, area and positioning. 'Areas' instead of ranges or shapes, range bands, all sorts of things. Even 4e got that treatment from the late Wrecan at the Wizard's community with his SARN-FU rules.

Most recently 13A declared TotM as it's default, and actually came through with a system of enganged, close, & far ranges, and area effects that targeted a random number of enemies at a given range instead of needing exact positioning and precise shapes to determine who was affected. That's actual rules support for TotM. Check it out, you may be surprised to see how smoothly TotM can run when you're not fighting the rules to do it.

It's always been theater of the mind when I play. If it were wargame minis like warhammer, I wouldn't even play it.
 

I've found that virtually every edition of D&D strays from theater of the mind under the right conditions:

1) If you have a large number of creatures in play and they are not in organized ranks, theater of the mind will not help you accurately know where those creatures are in relation to each other, and you may not be able to satisfactorily answer a question about range or movement because of it.

2) If you have a cramped encounter space, you also usually need to use a map to track who is obstructing who.

3) If you have significant terrain features with irregular borders, you will usually need a map.

4) And so on.


In the same manner, smaller battles without significant irregular terrain and without a cramped encounter space can generally be run as TotM encounters in any edition.


All of that said, I still recall opening my first D&D monster manual and seeing the movement printed like this: 6"
 

Meh. D&D was never "meant to be theatre of the mind." .

Gary Gygax on miniatures:

I don't usually employ miniatures in my RPG play. We ceased that when we moved from CHAINMAIL Fantasy to D&D.

I have nothing against the use of miniatures, but they are generally impractical for long and free-wheeling campaign play where the scene and opponents can vary wildly in the course of but an hour.

The GW folks use them a lot, but they are fighting set-piece battles as is usual with miniatures gaming.

I don't believe that fantasy miniatures are good or bad for FRPGs in general. If the GM sets up gaming sessions based on their use, the resulting play is great from my standpoint. It is mainly a matter of having the painted figures and a big tabletop to play on
 

Gary Gygax on miniatures:

Nice quote. A lot of people want to cite some excerpt to claim D&D was this or that.

Gygax always seemed to be of the mind that D&D was what your group wanted it to be. He made the rules for a playable game. He never considered the rules chains. He looked at them more like guidelines he created to loosely simulate a possible action choice by a player.

Gygax wanted to have a game to bring to life the fantasy worlds and characters he loved reading about. The vehicle he created for doing so was D&D. He shared it with all of us understanding we would use it as best suited our particular idea of fun. It was always meant to bring stories to life as a group, not some miniatures game to be played by absolutist rules. Never felt that was Gygax intent in all the thirty plus years I've been playing. Gygax also believed to each his own as well for those that wanted to use it as a miniatures war game.
 
Last edited:

Remove ads

Top