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
Why Jargon is Bad, and Some Modern Resources for RPG Theory
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="hawkeyefan" data-source="post: 8668929" data-attributes="member: 6785785"><p>Oh, sure. I am not challenging that there are multiple ways to do it. But remember, this part of the conversation came about when someone said (paraphrasing) "mechanics should get out of the way when it comes to social interaction- the game doesn't fall apart when you don't use rules". So some of us pointed out why some folks actually feel the game does fall apart when the rules aren't used, and why we like social mechanics. So here we are. I am not saying that the most popular and what appears to be the default approach of the majority of games is somehow not valid. I'm saying why it isn't the only way to do things. </p><p></p><p>As for PC v PC type of situations, I think it depends. I can understand people being hesitant to yield any control on their PC, especially in a more traditional game where that's often their sole point of input into the game world. But I think that people often behave in unexpected and irrational ways, and I think that often these kinds of things happen as a result of peer or social pressure, or the perception there of. So I don't really mind if there are some mechanics that may allow this. </p><p></p><p>I know some games handle it by first asking "is this something your character could possibly be convinced?" and if the player says yes, then we go to the dice. If the player says no, then that's the answer. I don't find this approach to be jarring to my sense of character or my control of the character. </p><p></p><p>So as you say, there are multiple ways it can be handled, and not all of them need to trample on a player's control of their character. </p><p></p><p></p><p></p><p>Not so much about winning, but about engaging in the game. If we're playing a game where one of the PCs is Sherlock Holmes, I think it's safe to assume that there's a mystery afoot. So engaging with that mystery is a big part of play. How the character does so is vital. The portrayal of Holmes's other traits... the emotional stuff, the social awkwardness.... they are most important in how they impact his ability to do what he does. Having rules for this...penalties of some kind, or at least deficiencies in stats absolutely can help portray character. </p><p></p><p>Without there being rules, then there's not really a game going on, and what we'd be doing is little more than cosplay.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8668929, member: 6785785"] Oh, sure. I am not challenging that there are multiple ways to do it. But remember, this part of the conversation came about when someone said (paraphrasing) "mechanics should get out of the way when it comes to social interaction- the game doesn't fall apart when you don't use rules". So some of us pointed out why some folks actually feel the game does fall apart when the rules aren't used, and why we like social mechanics. So here we are. I am not saying that the most popular and what appears to be the default approach of the majority of games is somehow not valid. I'm saying why it isn't the only way to do things. As for PC v PC type of situations, I think it depends. I can understand people being hesitant to yield any control on their PC, especially in a more traditional game where that's often their sole point of input into the game world. But I think that people often behave in unexpected and irrational ways, and I think that often these kinds of things happen as a result of peer or social pressure, or the perception there of. So I don't really mind if there are some mechanics that may allow this. I know some games handle it by first asking "is this something your character could possibly be convinced?" and if the player says yes, then we go to the dice. If the player says no, then that's the answer. I don't find this approach to be jarring to my sense of character or my control of the character. So as you say, there are multiple ways it can be handled, and not all of them need to trample on a player's control of their character. Not so much about winning, but about engaging in the game. If we're playing a game where one of the PCs is Sherlock Holmes, I think it's safe to assume that there's a mystery afoot. So engaging with that mystery is a big part of play. How the character does so is vital. The portrayal of Holmes's other traits... the emotional stuff, the social awkwardness.... they are most important in how they impact his ability to do what he does. Having rules for this...penalties of some kind, or at least deficiencies in stats absolutely can help portray character. Without there being rules, then there's not really a game going on, and what we'd be doing is little more than cosplay. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
Top