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
Worlds of Design: Golden Rules for RPGs
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="aramis erak" data-source="post: 9042262" data-attributes="member: 6779310"><p>Has been a problem for me more often than a benefit.</p><p>I utterly reject it as gygaxian dross of the highest order.</p><p></p><p>The group concensus replaces it.</p><p></p><p>I don't hold to this, especially since many games do not mechanically support it. It's only required for the simulationist mode.</p><p></p><p></p><p><strong>As a GM,</strong> I play to have fun; if the player's aren't having fun, they're free to complain politely or leave...</p><p>If I'm not having fun, whether the players are or not, I'm unlikely to continue running.</p><p>I refuse, however, to hold myself hostage to any individal Player's fun. If the majority are unhappy, I'll switch.</p><p></p><p><strong>As a player</strong>, if I'm consistently not having fun, I walk away.</p><p></p><p>It's a balancing act. As a GM, most of the time, if I'm having fun, so are the players, but not always. If the players aren't having fun, usually I am not, either</p><p></p><p>My rules, in order</p><ol> <li data-xf-list-type="ol"><strong><span style="font-size: 18px"><strong>Rules are consensus and social contract, act accordingly</strong></span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px"><strong>Play is supposed to be entertaining; entertaining and fun are NOT synonyms! ¹</strong></span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px">The PCs are the most important PoV for play.</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px">The PCs need not be the most important characters in the setting nor the game. They're only important for their PoV and actions.</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px">Good play is allowing a maximum number of meaningful choices per session.</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px">When in doubt, set a difficulty</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px">It's good to state a failure condition on setting difficulty</span></strong></li> <li data-xf-list-type="ol"><strong><span style="font-size: 18px">Hidden information of story state, game state and setting state is always by choice, never by need. </span></strong></li> </ol><p>Meaningful choices: Choices with game state and story state consequence, and made with sufficient information to be decided with expectation of major and/or most consequences predicted or elucidated.</p><p>The corollaries to these</p><p></p><ol> <li data-xf-list-type="ol">Being a social contract... <ul> <li data-xf-list-type="ul">the choice of ruleset is binding</li> <li data-xf-list-type="ul">change requires consensus</li> <li data-xf-list-type="ul">The GM can be wrong.</li> </ul></li> <li data-xf-list-type="ol">Grueling and/or heartbreaking sessions are entertaining, but definitely not fun. Understanding the distinction, make certain the players are on board before stepping out of "Fun" into "Grueling" or "Heartbreaking" or "Loss-filled." The heartache of a campaign ending on a down note can be entertaining - memorable, emotional, and worth pursuing. But it's not for everyone.</li> <li data-xf-list-type="ol">Players should have stakes for their characters in most scenes, and every scene should involved characters controlled by the players.</li> <li data-xf-list-type="ol">Especially in certain established fictional worlds.<ul> <li data-xf-list-type="ul">Not most important to the setting <ul> <li data-xf-list-type="ul">Players need not be members of either Thorin's company nor the Ringbearer's Company to play in Tolkien's world.</li> <li data-xf-list-type="ul">Players need not play a screen-seen cast character in Star Trek - there's plenty else for them to be BDH's in within the federation. And entire periods with no coverage.</li> </ul></li> <li data-xf-list-type="ul">Not most important to the emergent story<ul> <li data-xf-list-type="ul">The villain can in fact be the most important character in a game. If done well, it's great. If done poorly, however, it sucks.</li> </ul></li> <li data-xf-list-type="ul">PCs DO need to be the focus of the way the story emerges. Find out in play.</li> </ul></li> <li data-xf-list-type="ol">THe following become bad practices<ul> <li data-xf-list-type="ul">setting tasks with no choice to them -- tho' it being a gateway to choice is marginally acceptable to me.</li> <li data-xf-list-type="ul">resolving scenes with a single roll -- as it minimizes choice)</li> <li data-xf-list-type="ul">Illusionism -- it makes the choices meaningless from a game state perspective</li> <li data-xf-list-type="ul">plot on rails -- unless it's agreed to, as the rail is literally the lack of choice...</li> <li data-xf-list-type="ul">Taking over PC actions via rules -- there are times its appropriate, but it literally robs agency and is often frustrating. Even morale fails should be choices; run or freeze. </li> </ul></li> <li data-xf-list-type="ol">That difficulty can be outside "reasonably attainable".</li> <li data-xf-list-type="ol">When practical, I prefer to take the BW approach: "If you fail, X will happen. Going to Continue?" It's not always practical, especially with hidden information situations.</li> <li data-xf-list-type="ol">two corollaries<ol> <li data-xf-list-type="ol">Hide things only when it's going to be more fun overall to hide them. </li> <li data-xf-list-type="ol">The opposite to hidden information isn't open information, but undefined information to be defined in play.</li> </ol></li> </ol></blockquote><p></p>
[QUOTE="aramis erak, post: 9042262, member: 6779310"] Has been a problem for me more often than a benefit. I utterly reject it as gygaxian dross of the highest order. The group concensus replaces it. I don't hold to this, especially since many games do not mechanically support it. It's only required for the simulationist mode. [B]As a GM,[/B] I play to have fun; if the player's aren't having fun, they're free to complain politely or leave... If I'm not having fun, whether the players are or not, I'm unlikely to continue running. I refuse, however, to hold myself hostage to any individal Player's fun. If the majority are unhappy, I'll switch. [B]As a player[/B], if I'm consistently not having fun, I walk away. It's a balancing act. As a GM, most of the time, if I'm having fun, so are the players, but not always. If the players aren't having fun, usually I am not, either My rules, in order [LIST=1] [*][B][SIZE=5][B]Rules are consensus and social contract, act accordingly[/B][/SIZE][/B] [*][B][SIZE=5][B]Play is supposed to be entertaining; entertaining and fun are NOT synonyms! ¹[/B][/SIZE][/B] [*][B][SIZE=5]The PCs are the most important PoV for play.[/SIZE][/B] [*][B][SIZE=5]The PCs need not be the most important characters in the setting nor the game. They're only important for their PoV and actions.[/SIZE][/B] [*][B][SIZE=5]Good play is allowing a maximum number of meaningful choices per session.[/SIZE][/B] [*][B][SIZE=5]When in doubt, set a difficulty[/SIZE][/B] [*][B][SIZE=5]It's good to state a failure condition on setting difficulty[/SIZE][/B] [*][B][SIZE=5]Hidden information of story state, game state and setting state is always by choice, never by need. [/SIZE][/B] [/LIST] Meaningful choices: Choices with game state and story state consequence, and made with sufficient information to be decided with expectation of major and/or most consequences predicted or elucidated. The corollaries to these [LIST=1] [*]Being a social contract... [LIST] [*]the choice of ruleset is binding [*]change requires consensus [*]The GM can be wrong. [/LIST] [*]Grueling and/or heartbreaking sessions are entertaining, but definitely not fun. Understanding the distinction, make certain the players are on board before stepping out of "Fun" into "Grueling" or "Heartbreaking" or "Loss-filled." The heartache of a campaign ending on a down note can be entertaining - memorable, emotional, and worth pursuing. But it's not for everyone. [*]Players should have stakes for their characters in most scenes, and every scene should involved characters controlled by the players. [*]Especially in certain established fictional worlds. [LIST] [*]Not most important to the setting [LIST] [*]Players need not be members of either Thorin's company nor the Ringbearer's Company to play in Tolkien's world. [*]Players need not play a screen-seen cast character in Star Trek - there's plenty else for them to be BDH's in within the federation. And entire periods with no coverage. [/LIST] [*]Not most important to the emergent story [LIST] [*]The villain can in fact be the most important character in a game. If done well, it's great. If done poorly, however, it sucks. [/LIST] [*]PCs DO need to be the focus of the way the story emerges. Find out in play. [/LIST] [*]THe following become bad practices [LIST] [*]setting tasks with no choice to them -- tho' it being a gateway to choice is marginally acceptable to me. [*]resolving scenes with a single roll -- as it minimizes choice) [*]Illusionism -- it makes the choices meaningless from a game state perspective [*]plot on rails -- unless it's agreed to, as the rail is literally the lack of choice... [*]Taking over PC actions via rules -- there are times its appropriate, but it literally robs agency and is often frustrating. Even morale fails should be choices; run or freeze. [/LIST] [*]That difficulty can be outside "reasonably attainable". [*]When practical, I prefer to take the BW approach: "If you fail, X will happen. Going to Continue?" It's not always practical, especially with hidden information situations. [*]two corollaries [LIST=1] [*]Hide things only when it's going to be more fun overall to hide them. [*]The opposite to hidden information isn't open information, but undefined information to be defined in play. [/LIST] [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: Golden Rules for RPGs
Top