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Thursday, 22nd December, 2011, 02:03 PM #1
Lama (Lvl 13)
Choose the Illusion: Dungeon Mastering
I put up a post on D&D's official blog and I wanted to share it. It is applicable to more than just D&D 4e and I hope it helps DMs in developing their next campaign or adventure.
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I wanted to extrapolate more on the process in the blog, but I didn't want to cloud the message too much.
Thursday, 22nd December, 2011, 02:25 PM #2
A 1e title so awesome it's not in the book (Lvl 21)
I found the blog post decently written for its topic but I do not agree with its content.
To begin with, I do not see rpgs (at least all of them) as being about collaborative storytelling. For the sake of my next point though lets pretend that I do.
So if we accept the premise that rpgs are about telling collaborative stories, how are they that exactly if we construct a predetermined ending? If there are 6 storytellers at the table, why does one particular one get to dictate an ending? That isn't collaboration as I see it.Death is for amateurs -Charlie Sheen
Thursday, 22nd December, 2011, 03:06 PM #3
Lama (Lvl 13)
The players still act within the confines of the story. You, as the storyteller, are not directing their actions. Their contributions to the story are just as important. That's more to my point and I should have clarified it. The ending need not be a singular outcome, but a conduit to the next adventure. In this regard there is a single ending that moves the narrative to the next step (or the ending, if that's the case).
Thursday, 22nd December, 2011, 03:15 PM #4
Spellbinder (Lvl 16)
A TV Series might have a single producer, or multiple ones. They are responsible to getting the series out there. However, the TV show is still a collaboration. Some of those producers might also be writers for the show, and along with other writers bring the story forward. Each director has a different take on how he protrays things but he does so within the confines of what the producers will allow. So it is entirely a collaboration.
As a DM, I'm responsible for getting the world out there to the players. The input from the players is vital to what actually happens in the "story". So yes, it is a collaboration. Without the players providing input it would be a very boring game indeed.Come see what we're doing at synDCon
TROGDOR COMES IN THE NIIIIIGHT!!!!!
D'karr - Burninating the countryside since 1995.
Thursday, 22nd December, 2011, 04:20 PM #5
Grandmaster of Flowers (Lvl 18)
Well, you seem to be advocating "choose your own adventure", Fighting Fantasy Gamebook, only with a GM. This would seem to rather take away most of the benefit of having an actual person running the game.
Still, it's definitely superior to the totally linear, railroaded approach.
I've just been reading EGG's Yggsburgh book, prepping for a game tonight. Yggsburgh is essentially a near-infinite matrix of plot - wherever you go, you hit 1 or more plot hooks*; each hook leads naturally to several more, and on. Some are static/location based, many others exist in the random tables. Being written for C&C (or AD&D etc) it's designed to be runnable with the players having effectively infinite choice on what they do, where they go. I certainly think that as a DMing aid to give players real choice, this is a superior approach. There are individual nested adventures/dungeons in there where the dungeon map creates naturally limited choice, but the players are free to choose whether to engage with any particular dungeon.
*There seem to be well over a thousand of these in there, from short paragraphs to 15-page adventures.***Henry/S'mon Super Quick d20 NPC Generation System*** The Gods of the Copybook Headings With Terror and Slaughter Return!
eriktheguy, on S'mon's latest idea:
There are 2 major problems with your idea:
1: It is far too awesome
2: see 1
Thursday, 22nd December, 2011, 06:18 PM #6
Lama (Lvl 13)
Thursday, 22nd December, 2011, 06:50 PM #7
Lama (Lvl 13)
I confess that I really did not understand the grid of cards. Are you saying that given a grid:
1 2 3
4 5 6
7 8 9
Encounter 1 leads to 2 or 4, encounter 2 leads to 3 or 5, etc.? It is never explicitly stated how the grid works.
If so, isn't this extremely wasteful? You have to write up 9 encounters, only 5 of which are used.
Thursday, 22nd December, 2011, 03:32 PM #8
Greater Elemental (Lvl 23)
Friday, 23rd December, 2011, 11:28 AM #9
Magsman (Lvl 14)
Collaboration is normally a rule of a game or enterprise. If we stop collaborating in a joint storytelling venture, then we're no longer working together. We might each be storytelling individually, but we're no longer bothering to do it with other people. The upside is the collaborative expectation defines the borders of our working together before beginning and trust is built into their transparency. Some downsides are that these definitions limit our understood engagement as well as make expanding it an all or nothing choice. For games, the game is over if we choose to stop collaborating.
In cooperative enterprises we a joint harmony with other people, but it can change. And, perhaps most importantly, the choice to cooperate or not is the major theme. In cooperative games each player is repeatedly in the position to choose whether or not to cooperate with one or more of the other players. However, if they choose to go alone, the game still continues. Plenty of boardgames are like this, where the objective of the game is set for a group, but the players can choose to work together or not throughout play. If you believe everyone else's plans are going to lead us all off a cliff, then you can act differently without necessarily divorcing one's actions from the group's goals. One could even have a separate, personal goal with each choice then being about how to give and take within the group for the achievement of those individual objectives.Fjnord
Friday, 23rd December, 2011, 12:51 PM #10
Greater Elemental (Lvl 23)
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