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
*Dungeons & Dragons
Wizard vs Fighter - the math
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="EzekielRaiden" data-source="post: 9183434" data-attributes="member: 6790260"><p>Alternatively, <em>as I have been saying</em>, you didn't do the work to justify the action.</p><p></p><p>This fits perfectly with my "beyond the horizon" description. From the players' perspective, they had no reason to believe that they hadn't faced off against whatever was meaningfully dangerous in the area. Nothing informed them of what was going to happen. Hence, they felt frustrated--felt their trust had been betrayed--when they learned <em>only after the fact</em> that areas they believed "cleared" could actually be <em>swarming</em> with dangers.</p><p></p><p><em>You</em> saw it as, "Well, sure, they killed SOME stuff there, but just because they've walked through doesn't mean they've picked it clean with a fine-toothed comb." In other words, you saw their "horizon" as being effectively just whatever teeny-tiny paths they had walked through that territory. The vast bulk of it remained unseen, and thus untouched, and thus (potentially) full of creatures.</p><p></p><p>They didn't. They saw it as "alright, that hex is now no longer beyond the horizon. We know what is there. We've seen it and dealt with it."</p><p></p><p>It is, in fact, your responsibility to inform the players of the things they should know, including what their characters should know, and yes, sometimes, even including things which seem so brain-meltingly, bone-deep <em>obvious</em> that even a sleep-deprived five-year-old with a bad fever should know it at first glance. You are their one and only information source. What you don't tell them, they can't know.</p><p></p><p>Hence: You have to do the work to justify this stuff. </p><p></p><p>Something diegetic is of course preferable, e.g. a grizzled old vet telling them the lay of the land, and saying, "Jus' remember, kiddos, where ye find five stirges, ye find five hunnerd. Unless ye plan t'clear erry last nook an' cranny, bes' be prepped t'fight goin' out <em>and</em> comin' back, erry time." With that one bit of dialogue, you'd be telling them "don't believe you're safe just because you went through somewhere <em>once</em>." Now, you can also just say that non-diegetically, but I find most players really get in the mood more when you use diegetic methods instead.</p><p></p><p>Using "shady" methods to dodge around this essential part of DM skill is a crutch. And the more you use a crutch you don't actually need, the harder it is to walk without it.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9183434, member: 6790260"] Alternatively, [I]as I have been saying[/I], you didn't do the work to justify the action. This fits perfectly with my "beyond the horizon" description. From the players' perspective, they had no reason to believe that they hadn't faced off against whatever was meaningfully dangerous in the area. Nothing informed them of what was going to happen. Hence, they felt frustrated--felt their trust had been betrayed--when they learned [I]only after the fact[/I] that areas they believed "cleared" could actually be [I]swarming[/I] with dangers. [I]You[/I] saw it as, "Well, sure, they killed SOME stuff there, but just because they've walked through doesn't mean they've picked it clean with a fine-toothed comb." In other words, you saw their "horizon" as being effectively just whatever teeny-tiny paths they had walked through that territory. The vast bulk of it remained unseen, and thus untouched, and thus (potentially) full of creatures. They didn't. They saw it as "alright, that hex is now no longer beyond the horizon. We know what is there. We've seen it and dealt with it." It is, in fact, your responsibility to inform the players of the things they should know, including what their characters should know, and yes, sometimes, even including things which seem so brain-meltingly, bone-deep [I]obvious[/I] that even a sleep-deprived five-year-old with a bad fever should know it at first glance. You are their one and only information source. What you don't tell them, they can't know. Hence: You have to do the work to justify this stuff. Something diegetic is of course preferable, e.g. a grizzled old vet telling them the lay of the land, and saying, "Jus' remember, kiddos, where ye find five stirges, ye find five hunnerd. Unless ye plan t'clear erry last nook an' cranny, bes' be prepped t'fight goin' out [I]and[/I] comin' back, erry time." With that one bit of dialogue, you'd be telling them "don't believe you're safe just because you went through somewhere [I]once[/I]." Now, you can also just say that non-diegetically, but I find most players really get in the mood more when you use diegetic methods instead. Using "shady" methods to dodge around this essential part of DM skill is a crutch. And the more you use a crutch you don't actually need, the harder it is to walk without it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wizard vs Fighter - the math
Top