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
You're doing what? Surprising the DM
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="Aenghus" data-source="post: 6113914" data-attributes="member: 2656"><p>Finally! It's taken me days to read this thread of mutual incomprehension and slack-jawedness.</p><p></p><p>So my bystander's perspective of desert vs siege.</p><p></p><p>To me the player a desert is a mostly empty hostile environment where any encounters are likely to be <em>wandering monsters</em> i.e. random encounters with no treasure, no useful information, merely extra risk and drain of resources, and some or all of these encounters can be reasonably avoided. From the PC's perspective any encounters are probably just obstacles on their journey to their goal in the city, and are preferably avoided.</p><p></p><p>So it's entirely understandable to me that players would avoid as many encounters in the desert as possible, having their PCs sneak, fly, teleport or simply flee every encounter offered in the desert. I've been in a number of mission-oriented games which permitted PC agency with journeys like this. The more degrees of freedom the PCs have to avoid encounters, the more the players <em>and</em> PCs need to be actively hooked into engaging with optional encounters such as those in the desert.</p><p></p><p>Whereas to the players the siege likely isn't a wandering monster, it's a planned event that may have a severe effect on the mission and the PCs. Even if the PCs bypass the siege somehow, it's reasonable for them to gather information about what's going on, and maybe interact with the situation between the cities inhabitants and the besieging force.</p><p></p><p>So to me that's what stands out, the players and PCs, given their lack of information, have every reason to avoid encounters in the desert, but could reasonably gather data on the siege and decide to interact with one or more of the factions involved.</p><p></p><p>And on the "skipping a scene" issue, what stands out to me is that demanding players have the minimum system mastery to know to have the plot coupon required to skip a scene(e.g. <em>teleport </em>or <em>wind walk</em>), or have to endure a monster-filled trek through the desert can act to discourage and drive away players lacking this system mastery, or those who deliberately skip the relevant powers because they don't fit their character concept etc. </p><p></p><p>I can see that allowing a wider range of justifications/excuses for skipping a scene might work very well in a variety of games, right down to a simple request from a player.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6113914, member: 2656"] Finally! It's taken me days to read this thread of mutual incomprehension and slack-jawedness. So my bystander's perspective of desert vs siege. To me the player a desert is a mostly empty hostile environment where any encounters are likely to be [I]wandering monsters[/I] i.e. random encounters with no treasure, no useful information, merely extra risk and drain of resources, and some or all of these encounters can be reasonably avoided. From the PC's perspective any encounters are probably just obstacles on their journey to their goal in the city, and are preferably avoided. So it's entirely understandable to me that players would avoid as many encounters in the desert as possible, having their PCs sneak, fly, teleport or simply flee every encounter offered in the desert. I've been in a number of mission-oriented games which permitted PC agency with journeys like this. The more degrees of freedom the PCs have to avoid encounters, the more the players [I]and[/I] PCs need to be actively hooked into engaging with optional encounters such as those in the desert. Whereas to the players the siege likely isn't a wandering monster, it's a planned event that may have a severe effect on the mission and the PCs. Even if the PCs bypass the siege somehow, it's reasonable for them to gather information about what's going on, and maybe interact with the situation between the cities inhabitants and the besieging force. So to me that's what stands out, the players and PCs, given their lack of information, have every reason to avoid encounters in the desert, but could reasonably gather data on the siege and decide to interact with one or more of the factions involved. And on the "skipping a scene" issue, what stands out to me is that demanding players have the minimum system mastery to know to have the plot coupon required to skip a scene(e.g. [I]teleport [/I]or [I]wind walk[/I]), or have to endure a monster-filled trek through the desert can act to discourage and drive away players lacking this system mastery, or those who deliberately skip the relevant powers because they don't fit their character concept etc. I can see that allowing a wider range of justifications/excuses for skipping a scene might work very well in a variety of games, right down to a simple request from a player. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
You're doing what? Surprising the DM
Top