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
*TTRPGs General
Worlds of Design: The Tyranny and Freedom of Player Agency
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="Jay Verkuilen" data-source="post: 7788168" data-attributes="member: 6873517"><p>Agreed, and to add to that, what "a manageable few" means will differ. To me there's a range of sweet spots between "essentially no choices, or at least no interesting ones" and "so many choices I can't keep them all straight." This is going to be quite group-dependent as well and also depends enormously on the players as well. Gotta know your table. </p><p></p><p>A group with a relatively new DM and many new players probably should not try to run a really heavily sandbox campaign and high level characters with all the trimmings. It's just going to be too complicated. Stick to lower levels with fewer choices and expand out over time. By contrast, a very experienced group who's not unhappy trying various things out can usually manage more unstructured choices, but even then it depends a lot on the players and, even more so, on the DM's available prep time and ability to improvise. Principles of video game design can really help keep even a fairly narrative story type campaign feeling open: Give a set of meaningful branches. Even two or three different possible pathways that test the characters in different ways helps a lot. (It wouldn't seem to keep [USER=30518]@lewpuls[/USER] happy, but many folks are pleased by it.) </p><p></p><p>Some players may not care for character types that involve a lot of choices. Some people I play with are <em>cognitively</em> capable of playing a character like a monk, paladin, or sorcerer, but they don't enjoy characters with those kinds of choices in the game. In general I encourage them to play characters with fewer choice points and less resource management. In one case, two of us were helping design a fighter PC for one of these players. Arguably, the Battlemaster fighter with Lucky was more potent but I pushed for Champion with Mobile, because that player doesn't like resource management. Might he do somewhat more damage as a Battlemaster with Lucky? Sure. But the player gets to make choices he enjoys: Deciding who to attack, where to go, etc., without having to make ones he doesn't. </p><p></p><p>The Fighter is a very good example of one where there are more or less complicated builds that are still effective. I do wish WotC had made more or less complicated builds possible for more classes.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7788168, member: 6873517"] Agreed, and to add to that, what "a manageable few" means will differ. To me there's a range of sweet spots between "essentially no choices, or at least no interesting ones" and "so many choices I can't keep them all straight." This is going to be quite group-dependent as well and also depends enormously on the players as well. Gotta know your table. A group with a relatively new DM and many new players probably should not try to run a really heavily sandbox campaign and high level characters with all the trimmings. It's just going to be too complicated. Stick to lower levels with fewer choices and expand out over time. By contrast, a very experienced group who's not unhappy trying various things out can usually manage more unstructured choices, but even then it depends a lot on the players and, even more so, on the DM's available prep time and ability to improvise. Principles of video game design can really help keep even a fairly narrative story type campaign feeling open: Give a set of meaningful branches. Even two or three different possible pathways that test the characters in different ways helps a lot. (It wouldn't seem to keep [USER=30518]@lewpuls[/USER] happy, but many folks are pleased by it.) Some players may not care for character types that involve a lot of choices. Some people I play with are [I]cognitively[/I] capable of playing a character like a monk, paladin, or sorcerer, but they don't enjoy characters with those kinds of choices in the game. In general I encourage them to play characters with fewer choice points and less resource management. In one case, two of us were helping design a fighter PC for one of these players. Arguably, the Battlemaster fighter with Lucky was more potent but I pushed for Champion with Mobile, because that player doesn't like resource management. Might he do somewhat more damage as a Battlemaster with Lucky? Sure. But the player gets to make choices he enjoys: Deciding who to attack, where to go, etc., without having to make ones he doesn't. The Fighter is a very good example of one where there are more or less complicated builds that are still effective. I do wish WotC had made more or less complicated builds possible for more classes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: The Tyranny and Freedom of Player Agency
Top