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
Wondering Monster- Once Upon A Time
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="howandwhy99" data-source="post: 6178705" data-attributes="member: 3192"><p>AD&D uses reaction rolls and requires the DM to come up with most intelligent NPC behavior, that's to be done before play begins. Anything the players attempt that isn't covered by the rules, and the rules cover almost everything we can capably communicate to each other, is covered by the rule that it does occur. This may mean the referee can account for it within the possible variations of preset rules, or it's simply done with no connection to anything else. On my turn I speak, dance, sword fight, and balambazo. That last one the ref and I agree that we're not able to communicate on. I may have an idea of what it is, but no shared words or expressions between us allow me to to communicate it. So, by the rules it happens. But it doesn't effect anything else. Sort of like storytelling in other games, but most storytelling games still go under the illusion that players are "sharing" a story rather than each expressing one alone. (There is no shared mind space in the thought bubble above their heads. Each has their own.)</p><p></p><p>It isn't about techniques for storytelling or artistic creation so much as mechanics for game play. Moldvay Basic, and probably some other early publications of D&D, certainly Holmes edition, were created under different design assumptions. Again, what's D&D and what's not is up to others. I'm suggesting the hobby was designed more for game play than for creative expression, more for action within a recognized pattern than turn taking for unrestricted by rules expressionism. </p><p></p><p>Most rules are for multiverse creation. The portions of the game including maps / the game board. Your PC falls in a dungeon. Is the floor stone? water? If a character goes over a cliff, they may fall into an underground stream if it's on the map. Whether or not it breaks their fall depends on cliff height, what is keeping the stream hidden, and why it counts as underground. EDIT: Those are from my own design. Yours might be different.</p><p></p><p>In the hobgoblin reaction roll modifiers are applied based upon other factors already in the game. A DM doesn't make them up on the spot in the same way the pieces behind the screen in Mastermind are not arbitrarily switched around whenever the ref feels like it. Of course, it's easiest to understand that die rolls are not narrative resolution mechanics, but set rules for relationship behavior. Determining the results of a particular instance in the unchanging rule of the odds.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6178705, member: 3192"] AD&D uses reaction rolls and requires the DM to come up with most intelligent NPC behavior, that's to be done before play begins. Anything the players attempt that isn't covered by the rules, and the rules cover almost everything we can capably communicate to each other, is covered by the rule that it does occur. This may mean the referee can account for it within the possible variations of preset rules, or it's simply done with no connection to anything else. On my turn I speak, dance, sword fight, and balambazo. That last one the ref and I agree that we're not able to communicate on. I may have an idea of what it is, but no shared words or expressions between us allow me to to communicate it. So, by the rules it happens. But it doesn't effect anything else. Sort of like storytelling in other games, but most storytelling games still go under the illusion that players are "sharing" a story rather than each expressing one alone. (There is no shared mind space in the thought bubble above their heads. Each has their own.) It isn't about techniques for storytelling or artistic creation so much as mechanics for game play. Moldvay Basic, and probably some other early publications of D&D, certainly Holmes edition, were created under different design assumptions. Again, what's D&D and what's not is up to others. I'm suggesting the hobby was designed more for game play than for creative expression, more for action within a recognized pattern than turn taking for unrestricted by rules expressionism. Most rules are for multiverse creation. The portions of the game including maps / the game board. Your PC falls in a dungeon. Is the floor stone? water? If a character goes over a cliff, they may fall into an underground stream if it's on the map. Whether or not it breaks their fall depends on cliff height, what is keeping the stream hidden, and why it counts as underground. EDIT: Those are from my own design. Yours might be different. In the hobgoblin reaction roll modifiers are applied based upon other factors already in the game. A DM doesn't make them up on the spot in the same way the pieces behind the screen in Mastermind are not arbitrarily switched around whenever the ref feels like it. Of course, it's easiest to understand that die rolls are not narrative resolution mechanics, but set rules for relationship behavior. Determining the results of a particular instance in the unchanging rule of the odds. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Wondering Monster- Once Upon A Time
Top