What is *worldbuilding* for?

How can you believe this to be so when this is exactly the sort of GMing that [MENTION=29398]Lanefan[/MENTION] advocates throughout this thread: that the players must guess the location of the map as he, as GM, has preauthored it, and that if that slows the progress of the game to a halt while the PCs run through a sequence of rooms making checks until they succeed at a check in the correct room, well, then, them's the breaks?!?

And on this, I’m not sure this is darkbard looking to constrain a consensus.

The statement was “a good GM will not do x.” That looks to me that darkbard was intimating that Lanefan seems to be/must be a good GM and also seems to align with a fair amount (though not all) of the user’s (who darkbard was responding to) play priorities and aesthetic play interests.

So how does “a good GM will not do x” square with that?

Fair question that asks for deeper analysis/unpacking? Disagree?
 

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hawkeyefan

Legend
[MENTION=6785785]hawkeyefan[/MENTION]: the idea of "finding the map as a challenge" proveids an answer to the OP question "what is (GM-preauthored) worldbuilding for"?

Here is my understanding of what you mean by "finding the map as a challenge":

The GM writes that the map is in X place. The players "explore the gameworld" (that's metaphor), which is to say they make moves by declaring actions for their characters that trigger various bits of narration by the GM: eg "We look behind the tapestry." "There's nothing there but a whitewashed brick wall." Some of this narration contains clues that point (directly or indirectly) towards X. Eventually, the players declare "We go to X and [insert appropriate details that pertain to how one might search X] and look for the map." Assuming the details are correct, the GM tells the players "You find the map."

That's the sort of play that I personally don't enjoy.

That’s fair. I don’t blame you. I was working with the example provided. Finding a map in and of itself would likely not be a challenge I introduce to my game. At least not in the manner described in the example.

Maybe an example from my game would help show how I think GM backstory can enhance a game. Otherwise, I think we’re running into the issue summarized well by [MENTION=16814]Ovinomancer[/MENTION] and his “Chess vs. Checkers” analogy.

So the PCs in my game became co-owners of the Phandelver Mines at the completion of the Lost Mines of Phandelver module from the 5E Starter Set. We ran that as an intro to the system, but everyone was happy with their PCs, so we decided to continue the campaign. So one of the goals of the PCs became to establish trade routes to increase their income from the mine. So we looked at the map and we discussed options. This discussion was very high level, pros and cons of different routes and/or locations.

Then based on that discussion, I came up with some material for each option. Most of this material was tailored to a specific option, but I also came up with some generic material I could use no matter which route they decided to pursue.

So the next session, the players made their choice...they decided it would be most lucrative to establish a trade route to the Heartlands of Cormyr and the Dales. So based on their choice, I then began to incorporate the material I had in mind for that choice....it included some elements from the Princes of the Apocalypse module because the area detailed in that adventure was a first step aling the proposed trade route. It also involved the Empire of Shade, because the trade route ran along the southern portion of the Anauroch Desert, which belongs to the Shades.

This worked well because one of our PCs has ties to the Empire of Shade. So the PCs sent a delegation to work out some kind of trade agreement qith the Shades that would allow the PC’s company to establish a trade route through their land. I didn’t commit to a specific “victory condition” for this delegation, and I did have the PCs become embroiled in some internal political intrigue amongst the Shades. So their success depended on their approach and what they offered to the Shades, and also how they handled the intrigue.

So although I pre-authored a lot of the elements that came into play, I was never forcing the players down a certain path. Everything I came up with was in response to player choice. I did draw upon existing Forgotten Realms lore to determine which elements might come into play, but I bery much cherry pick in that regard. I don’t adhere to whatever the current lore is and instead choose the ones that interest us as a group.

I hope this example helps to illustrate how the players are still driving much of the action and direction of this game, even though it does contain elements of GM backstory.
 

S

Sunseeker

Guest
It's interesting that I was having breakfast with a friend today and he described what he wanted in a roleplaying game and it pretty much matched my own view. Interesting in that it came up while I'm in this thread discussing this topic.

In my campaigns here is how it is set up...
1. The DM creates a sandbox world with a lot of detail at the center where the PCs will primarily be playing and then lesser amounts as you get farther away. So I may know the royal family of a neighboring country but I don't (yet!) know the butcher on 3rd street in the capital. Whereas in the town where the players start I pretty much know almost everyone.

2. I create a whole bunch of NPC's. I figure out which ones are the "movers & shakers" of my campaign world. From good guys to bad guys. I map out their plans and their agenda. Even where they are at at various times and places. If there is some nearby menace(s), I map those out with their agenda. I also make notes on race relations etc...

3. I create wandering monster tables for the wilderness. Some random and some drawn from a pool of local threats.

4. I create a bunch of adventures. These range from traditional dungeons to more event style adventures in town or in the wilderness. I generally just work this stuff up for about five levels of adventuring. Why? Because by then it might be time for another sandbox or perhaps an expansion of the current one or both. Some of these are just plot hooks because the prep is fairly light. One thing about a prepped dungeon though. If it never gets used it's always usable next time.
Aside from point 3, as I'm no particular fan of participating in or running random encounters (though I understand their value when utilizing XP), we're fairly in line here, but as someone who often agrees with @pemerton (at least in game design principles) I thought I should posit here for a moment.

So what can the players do?
1. They can affect any person or place their character could affect. Just like we humans living in this world can affect our world. If someone in the above setting is killed by the group, that person is dead in the campaign world.

2. To me that is agency as I define it. Complete and total agency with the only limit, again a gentlemen's agreement, that we will at least for a while stay in the sandbox. Even then, if the group insisted I might ask for time to build the new area but I wouldn't out reject them if they were insistent.

3. Keep in mind too that I offer a particular style of game where I know what my kinds of players want. So I cater to those desires. If the DM's world is unimportant to you then I encourage you to seek another venue. Politely.
Yep same page here too. I think if 2B (asking for new areas) came up it sort of leads to 3C (run your own game!). But it's also a place where I will stop and ask the players to start contributing more. They've either A: outgrown what I have to offer, or B: aren't terribly interested in what I have to offer. In the case of B, it of course either leads to A1: Creating new areas myself. B1: Them creating their own game. In the interests of compromise, I usually will go with "a little bit of both". If my players aren't interested in whats going on "here" but are enjoying my world, I will solicit ideas for what they want to see in new areas. If it's not terribly complicated I'll make it myself. The more it diverges from the campaign world I created the greater burden I will put on the players to create the material and I will simply compile and integrate it (if possible).

@pemerton and those who enjoy his style of play
1. They feel they lack agency if they cannot shape the world as they play in it. It is not enough to control their own character's actions. They want to control the environment so that they can set up situations that they enjoy. I think I understand what you want. I think agency is the wrong word for it which might be the confusion.

2. The world is grown organically far more than it is crafted. This is great for them as they are continuously creating things they enjoy. Other than as someone who controls the monsters in a fight, the DM has far less involvement in the world than in my style of game. He is more a moderator of world building than the world builder.

3. I think what is widely regarded as worldbuilding really is of little use to Pemerton's playstyle. One of my favorite books which I still use is the Wilderness Survival Guide because it has really good weather tables. Such a concern I'm certain is not at all a Pemerton concern.
For people who define worldbuilding via random tables and ticking timetables I suspect that is likely true.

As I posted earlier in the thread, I see worldbuilding more as an art. It's part technical skill (applying rules consistently, making the world feel believable, etc..) and part creative endevour (assembling existing parts and creating new ones to create a new picture), which can then be "viewed" by players and altered. Like painting with LEGOs. You have pre-defined elements to work with, but the outcome is completely undefined beyond "a world".


Back to my friend. He basically said that one major part of the game for him was exploring the world. Not creating it. But exploring it as the DM's creation. I have to say that is really a major thing I want out of any roleplaying game.

This is also why I don't like games with "metagame" controls. I disliked 4e, parts of 5e, dungeonworld, savage worlds, etc... Those games give players more control than the fictional character has and that goes against the style I prefer. I am sure for those who enjoy some hybrid version of mine and Permerton's, they might like such metagame rules. In Permerton's case they probably aren't enough.
Yeah at the end of the day that's probably where I stand. Part mechanism, part artistry. I can sympathize with your friend quite a bit, it's one reason regardless of what class, race, combo, build or whatever I bring to the table, the final character will always have some kind of driving motivation that pushes them to adventuring (beyond simple wanderlust). A desire to gain something to give them focus and a natural curiosity to explore new ways to achieve that. I build "adventurers". Their reasons for adventuring all stem from my own desire to do as your friend says: explore the world the DM has created for me.

But on the same token, that world must be at least a little malleable. I don't want to create my own whole content, but I do want to be able to affect the content available to me. Even in railroads, there's a difference between being in the passenger seat on the train and being in the engine. Just because we're on the rails doesn't mean I can't toot the horn!
 
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Depending on what roll-up method is used, all of these are possible. That said, whatever character you end up with, that's what you inhabit (which is in fact a part of the player-side challenge of hard-coded 0e and 1e, somewhat lost since).
Well, at the time Gygax wrote that introductory text the only known methods of rolling up a PC were exactly one, 3d6 six times in order. Admittedly, 1e PHB doesn't contain those rules and they wouldn't appear for about another year when the DMG was released. Perhaps Gygax was thinking in terms of those nascent rules, which he may have already put into force in his own games? We don't know. I know that those of us who used the PHB in that time period knew of no other generally accepted method of rolling up characters, although I think its possible we may have already started using 4d6 and take the 3 highest, in order six times, maybe. Even that method was problematic. DMG's '4d6 and take the 3 highest, arrange in any order' method which became pretty standard in my experience is a little better, you can generally qualify for at least 3 of the 4 major base classes every time. So it did get a little better with time.

Again true, and again perfectly acceptable as a part of the game (except for the Falstaff Jr. bit). Characters die. It's a realistic result when they stick their noses into dangerous places where others fear to tread.
Yes, and that's not a bad way for a gritty exploration game to go, but you have to admit that it doesn't mesh well at all with the prefatory text you quoted from PHB 1e. MOSTLY you get to play a weak guy who falls prey to some garden-variety dungeon threat while engaged in a looting mission. Its not very heroic at all, and the PCs quickly take on a fairly disposable nature and the game usually ends up played in 'pawn stance' most of the time. There are always interludes where some RP happens, and maybe more so in some groups than others. Interestingly most of that RP happens OUTSIDE of the structured portions of the game, in 'town play' where the rules are much less explicit and most of the game structure is typically put aside.

Yes, the 'logistics' side - something else that has rather sadly been lost over the years.
Depends on level. In 35 years of playing 1e variants I've never seen a party average above about 10th level; and at 10th-ish the non-casters can still more than hold their own.
I don't think we ever, in anything but some very silly early games, played about 14th level either, that's the highest level 1e PC I ever achieved. I would say that if you actually play in maximum 'player skill' mode you want to replace your straight fighters by around 7th level with either henchmen/hirelings (making more room in the party for PC wizards) or at least mixed caster types like fighter/magic-user. Same with thieves, either higher a specialist to do the few tasks that would otherwise waste valuable spell slots, or bring along a thief/magic-user. The 2e bard fills this role pretty nicely. Straight fighters are just a waste of party slots at that point.

The logistics game is fun too, but again, it isn't anything that works well with the mode of play implied in Gary's prefatory PHB 1e text. That mode of play simply does not exist in AD&D 1e if its played straight up as-written. 2e is a testament to what happens when you try to bend the game to do it, you get a pretty incoherent result. 3e was a recognition of that and both espoused 'back to the dungeon' (IE forget story-driven play, this is a game of skilled dungeon crawling) AND at the same time implemented a whole host of changes that were PROBABLY (its hard to say) meant to improve story-driven play. The result is AGAIN somewhat incoherent, the actual common play mode that arises being quite different from what is implied by 'back to the dungeon'.

Once you get to 18th and the MU has Wish available in the field then yeah - it's over. :)
I just think it is far less than 18th level. 9th is more like it. At that point the fighter finally gets his stronghold. In adventuring terms this is pretty anemic. Its a fortress, which doesn't help at all in the 'party of explorers' mode of play that even high level material presents. Nor do his followers really do a lot for him. I mean, sure, they're cheaper than henchmen, but anyone can fork over gold to get basically the same thing. The best he can hope for is a 6th level follower with a couple minor magical items. That's pretty good! It doesn't compare much to a 5th level spell slot though! And the wizard can pay a quarter share to get his own 6th level fighter henchman.

I really did play in a group where the challenge level was extreme and we pushed hard on 1e to make our party maximally effective. In that game it was all casters. There simply wasn't any room to waste on a fighter after level 6. For levels 1-6 the fighter was a fine character, sometimes quite a bit more useful than an MU or cleric, but they just don't hold up. Not as a PC. Their main role becomes basically infantry to hold a line while the casters do battle. Its just not worth a PC for that when you can hire maybe 10 NPCs to form that line, and if you give them all the magic swords and whatnot you find, they'll be plenty well compensated and tend to be maybe at most 2 levels behind the PCs.

Drop in any Saturday night to the game I play in. :)

And yes, there's not much incentive to do much with your character until it's survived a few adventures...which is why I generally don't; and have no problem with not doing so. I bang out the numbers, give it a basic personality (sometimes more over-the-top than others) and see how it goes from there. Background etc. can wait till later.
Yeah, I just don't think it ever lived up to that blurb. That was why I found 4e to be quite cool because as soon as we started playing, you felt like you were playing that game that Gygax kept describing but never quite delivered the rules for.

You're very very VERY trusting of your players to not more or less subtly bend this transparency and play-style to their advantage. If you have such trustworthy players, good on ya; but they're a very rare breed.
Ah, see, in our way of playing there's no 'advantage' for them to bend it to. RPGs don't have winners and losers. There's no points to be scored, no conflict between the participants in their roles at the table. The very notion that I'm 'giving up advantage' to the players doesn't exist in that model, its not like that. I mean, we CAN enter into something like that mode with say 4e's tactical play where I can as DM run a bunch of monsters and the rules are ALMOST completely objective (and I could spell out with terrain powers and such many of the grey areas). Then we could play a 'no holds barred' sort of tactical wargame-like combat scenario. There can even be some skill uses and whatnot that are handled using related rules (the combat uses of skills for instance) and 'page 42' also helps, though it does rely on some DM judgment.

I could even have a bit of a surprise for the players in terms of maybe an encounter is suddenly stronger than they expected or different in some way. That would probably in response to some expressed but not (by meta-game procedures we use) brought explicitly into play by a player. So, there CAN be a sort of 'secret'. In fact its also quite conceivable to have a scenario where the players say something like "give us a murder mystery to solve" and the GM creates that without consulting with the players BEFOREHAND, so they don't necessarily know the details and they uncover them through play. Of course, even then, the players are on a par with the GM in terms of story, so they COULD all agree (GM and players together) to rewrite some element or introduce some new element and end up with a different solution than the one that was originally created secretly at their behest. Or they could simply enjoy solving the thing in-character and proceed to do so.

That, and I see it as a bit more adversarial; in that the game world (as reasonably run by the DM) is out to make the PCs miserable in one way or another and the PCs are out to survive and mitigate and win through said misery.
Only to the extent that the players desire that. If they want a scene of glorious triumph for their characters, then they'll probably get that too. Heck, they could all agree to play a game where the story of the characters seems to logically follow from them simply being ordinary, if gifted, individuals with no special place in the world except what they make of it. In fact, I've found that a lot of groups kind of naturally fall into that zone. They just play, doing what the PCs 'would do' and maybe now and then they invoke some authorial power to bring an element into play that they find interesting.
Yeah, that's overdoing it on the part of that particular DM.

Sounds like he wasn't one for hitting player-thrown curveballs. Pity.
He was, and is, truly unique IME amongst all people, in both personal and D&D terms. Some people hated playing with him, but myself and others of his friends were cool with it. After a while we'd take a break for a year or so and play other campaigns, and then we'd eventually go back and find out what was going to happen next in his crazy world. It was oddly fun.

Depending on the story being told, I'd findsomething like this to be either a great game or a crashing bore.

But - I'm a chaotic player; and it's pretty much guaranteed that at some point I'd have suggested the party abandon the whole thing and just go bash ogres in the hills. Wonder how he'd have handled that?

Lanefan

Yeah, well, sometimes we did do that, lol. He'd roll with it, but inevitably the meta-plot would catch up with you. He was also good at getting the characters integrated into the game world, so if you were name-level (and we had a large stable of PCs in his game that usually were in that level range) then he'd happily have the meta-plot arrive at your castle door and start breaking it down! lol. You might even just hear about it when a few of your followers found you and said "boss, the dragon ate the castle!" lol.
 

hawkeyefan

Legend
Yup.

And upthread I was told I was being extreme and unfair when I wrote out 7 points that I felt were not particularly contentious and widely held among the majority of users of this thread and ENWorld at large (and 2 others that were likely more contentious and not as widely held as the prior 7); world-building as art and fun unto itself, GM's table and if you don't like their game then you can certainly find another.

And we've seen it written more adamantly, more transparently, and more aggressively by others in this thread (GM IS GOD)...yet, for some reason, they aren't highlighting those advocates and calling them out as using pejoratives!

I think the lesson here is that you're able to describe, distill, clarify a discipline if you are a card-carrying member (and even use language that can only be described as extreme), but if you're not, then bad feelings and you're wrong.

I openly disagreed with Lanefan about the game being “the DM’s game”.

As I said when I first jumped into this thread, I was a little hesitant to do so because usually it becomes two camps. But I am very much in the middle on this.

So it’s tough when someone mentally places me on one “side” of the debate and then decides I share the opinion of others on that side, despite not having expressed those opinions.

So, while I understand that sometimes boiling things down to sides can be convenient, it limits nuance.
 

This just isn't true. Many are the times where I played a 14 strength, 16 int fighter for example, because I wanted to play a fighter and not a wizard at that moment. The game didn't stick you with a class, you did by self-limiting based on your highest stat. Further, you weren't stuck what you get. The game very strongly implies that the DM should allow players who roll low to re-roll by letting DMs know that it is usually essential to have a 15+ in no fewer than 2 abilities.
Yes, it is, usually, possible to play in a sub-optimal way and take the class you want, or at least the 'base' class (its VERY hard, even with 4d6 ordered as you want to qualify for the 'sub' classes in 1e). That assumes you aren't using 3d6 in order, which was the only known method when 1e PHB was released. With THAT method you are entirely incorrect, and I think its fair to judge what Gygax wrote in that light. Nor do I know anything in the PHB (or even the DMG) which 'strongly implies' anything. It was a known fact that if you dumped players with a sucky character they didn't like they would just find a way to die and roll again. So it wasn't uncommon to bow to the inevitable a bit and allow a player to start over if the result was particularly bad AND they weren't in the mood to ham it up and try to make a go of it (which we often did, heck it could be fun for a while). OD&D even codifies this to a small extent by allowing you to reduce one stat by 2 points and increase another by 1 point, though that was never implemented in 1e.

No. Blaming crappy naming and roleplaying on the danger of the game is weak sauce. Some people did that, but the vast majority did not and the game didn't tell them to do so.
It was an inevitable consequence of play in that era using those processes. I was there, and no amount of telling me different is going to change that. I mean, I have actual character sheets that have names like 'blah blah blah #7' and such written on them. It happened quite often. It was also common to just not bother to NAME the character until after a few levels since then you weren't stuck with some crappy name on your high level guy. In my friend's campaign there was a very high level wizard called 'Tribord VII'. Well, we thought it was amusing, and the character eventually obviously got a real history and some personality, but you can only imagine the endless hours of slogging away with nameless low-level throw-away PCs before that happened. I speak truth, and many others will corroborate this.

This has absolutely nothing to do with roleplaying. You can roleplay and seek to gain items and mechanical advantage. You can roleplay very well, even much better than the guy with the spells that is stronger than your character. Mechanics do not equal roleplay.

Your examples of the structure of D&D working against first person roleplay fall flat.

You are missing the point Max. The whole point was that the prefatory description of play in 1e that Gygax put in the PHB in 1978 simply doesn't match the reality of play that his system actually presents AT ALL.

In fact you play a character of a type drawn from a fairly narrow range of choices with attributes at least partially mandated by dice, and said character is then projected into a gritty world of dungeon looting in which their chances of reaching even 3rd level are fairly thin, at best. Its an interesting enough game, but it isn't AT ALL what was 'on the tin' so to speak. This is equally true of Original D&D, all three versions of Basic D&D, and of 2e.

And to be perfectly frank, TSR missed the boat. There might have been any numbers of reasons for their demise that were business-related and whatnot, but ONE of things that hurt them was a seeming inability to produce a set of rules for their flagship product that delivered the sort of games a lot of the public was looking for. By the early 90's TSR's sales were waning, 2e never achieved the success of earlier 1e/Red Box, and they had entirely ceded thought leadership in RPGs to newer entrants like White Wolf who WERE able to produce games responding to many player's increased desire to actually play something that met their expectations in a way that they found more interesting.

Admittedly, no other game has ever really topped D&D in overall sales, but I'm not at all sure that is a product of it being an inherently superior game. It has some elements that other games haven't duplicated (a very extensive and rather unique milieu, a steep and open-ended power curve, straightforward archetypes modeled by discrete classes, etc). OTOH 'modern' D&D, post TSR and post 3.x, has certainly had to embrace some of the innovations of the 90's in a sense, or at least respond to them. I don't think that's an accident. 1e-style play was simply too limited to remain the only possible offering of a game in the 2nd decade of the 21st Century. That is pretty clear to me.
 

OK, so my response to this is that you seem to be doing something pretty close in spirit to what [MENTION=42582]pemerton[/MENTION] is doing, though maybe some of the details of procedure of play are different, etc. I don't know for sure. Pemerton may also be more of a 'purist' in terms of making every scene drive directly 'to the action', etc. However, I think if he was to run a game in FR he might well take something like your tack in a general sense, though I think a setting like FR is not ideal for his style of play. I'd say the 4e Nentir Vale is an example of a setting, coupled with 4e lore/cosmology, that is more useful in his kind of a game (because it is much more loosely established and basically free of meta-plot, but has a lot of 'hooks' that could suggest useful narrative elements to meet player interests).

I think this leads into what [MENTION=93444]shidaku[/MENTION] is saying in response to [MENTION=6698278]Emerikol[/MENTION]. Its quite possible to (perhaps incoherently, but life is rarely an exercise in coherency) kind of walk in the various grey zones between some sort of hard sandbox and some kind of entirely free-form joint-authorship play where nothing is pre-established at all. I would note that EVEN PEMERTON hasn't yet hinted at playing that way! Even he pre-generated some planets in Traveller and used Nentir Vale as a starting point for his 4e campaign.

I think plenty of us fall in this zone somewhere. I almost always run D&D campaigns in the same consistent campaign world that I established in the 1970's. So there is a MASS of pre-established material, and it runs a gamut of stuff I generated as elements of early sandboxes, later world-building exercises, various dungeon-maze-with-nearby-town locations, as well as material put in place by players in the course of establishing their character's motives, backstory, or even action resolution narrative (mostly in more recent times, but even some of that goes back 20+ years). Players don't generally establish elements that upend that whole world, so in a sense it is a lot like running FR I suppose. OTOH I long ago ceased to endlessly detail things and its quite easy to move to a new blank spot on the map and construct some scenario that meets player expectations there.

Truthfully I think that both Pemerton and probably Emerikol, Manbearcat, etc would all manage to find it interesting and fun, both in terms of unearthing all the layers of previous campaign stuff and in making up new stuff to suite their own agendas. In all my decades of running games for people, nobody ever expressed vast dissatisfaction at what happened at the table, and only a small percentage of people, I can almost enumerate them, ever simply dropped out for reasons that seemed to be related to not liking the game (I think all of them were basically super-optimizer competitive types, which I don't frown on but which sometimes just don't mesh with some of my less rules-focused players).
 

Emerikol

Adventurer
[MENTION=82106]AbdulAlhazred[/MENTION]
So for a bit now you've been going on about heroic play and story driven play. I think some clarification is necessary.

There is no conflict between heroic games and the following...
1. Dying at first level on occasion. And honestly if you were doing it even once every five times you were an incompetent player with incompetent allies. Now it may be true that when you entered the game at the beginning that was your experience. We all start out as beginners. I never really experienced that as a player or DM. I admit my groups were paranoid, not afraid to run in the face of superior foes, and took great care in their preparations.

2. Having a game where player character preparation is rewarded. I can remember reading the text for the Descent into the Depths module where Gygax discusses preparing pack mules because of their sure footing in the dangerous terrain. A group of intrepid adventurers were going into the underworld to smite an enemy that had plagued the surface world. It felt very heroic to me. It also felt "realistic" to be concerned about all these things. Realistic here in the context of a fantasy world with magic.

3. Dungeon based adventures with lots of player skill. The flavor is what gives something it's heroic aspect. The story line behind the dungeon. The relationship to the villain. Exploring a lost tomb that you've discovered is exactly the sort of thing Indiana Jones does and I hardly think those movies lacked flavor or heroism. It's the fluff and backstory surrounding a dungeon that immerses the players.


It almost seems like it's a variation of the Stormwind Fallacy from the DM's perspective. Caring about skill and prep in no way necessarily detracts from the story. Of course individual examples fall all over the place just as you'd expect from something not correlated.
 

[MENTION=82106]AbdulAlhazred[/MENTION]
So for a bit now you've been going on about heroic play and story driven play. I think some clarification is necessary.

There is no conflict between heroic games and the following...
1. Dying at first level on occasion. And honestly if you were doing it even once every five times you were an incompetent player with incompetent allies. Now it may be true that when you entered the game at the beginning that was your experience. We all start out as beginners. I never really experienced that as a player or DM. I admit my groups were paranoid, not afraid to run in the face of superior foes, and took great care in their preparations.

2. Having a game where player character preparation is rewarded. I can remember reading the text for the Descent into the Depths module where Gygax discusses preparing pack mules because of their sure footing in the dangerous terrain. A group of intrepid adventurers were going into the underworld to smite an enemy that had plagued the surface world. It felt very heroic to me. It also felt "realistic" to be concerned about all these things. Realistic here in the context of a fantasy world with magic.

3. Dungeon based adventures with lots of player skill. The flavor is what gives something it's heroic aspect. The story line behind the dungeon. The relationship to the villain. Exploring a lost tomb that you've discovered is exactly the sort of thing Indiana Jones does and I hardly think those movies lacked flavor or heroism. It's the fluff and backstory surrounding a dungeon that immerses the players.


It almost seems like it's a variation of the Stormwind Fallacy from the DM's perspective. Caring about skill and prep in no way necessarily detracts from the story. Of course individual examples fall all over the place just as you'd expect from something not correlated.

I was responding to the assertion that 1e, specifically, is a game where you play your chosen hero and have heroic type adventures (which I would characterize as having at least some elements which correspond with other genre where characters are considered 'heroes', which could be Super Hero Comics, Classic Mythology, Arthurian Legend, Classic Fantasy, Modern Fantasy, etc.).

Does 1e actually deliver that? Well, in some ways it is hard to say what the dividing lines between 1e and the conventions of a table, variations of technique used by a DM, etc. exactly is, so its not ever going to be answered with perfect precision. I think we can all acknowledge that. So, my procedure was to actually examine the rules (from memory since I know them almost by heart) and draw from actual play experience, and then contrast that with the prefatory text (and I think its fair to say that other 'classic' D&D materials repeat quite similar texts too). TSR advertising, the D&D Cartoon, etc. all reinforce this idea of heroic play.

However, the examination of the rules doesn't entirely bear out that this is how the rules work, or are intended to work when considered on their own. To answer your points a bit more specifically:

While I never played with EGG as a GM I've played with a lot of GMs and players, some of whom actually DID play with Gygax and/or Arneson, or with Tim Kask or others of the original D&D groups. I know from this experience that characters were mercilessly slaughtered at low levels in these early games. That in fact the game, at least up to a point, was pretty much nothing but a skill gauntlet. To say that we were basically "doing it wrong" if we died 1 in 5 times is actually kind of hilarious. If you played with Gygax my informed guess is you'd be lucky to survive to 2nd level 1 in 5 times! This was no example of incompetence, these games were just LETHAL.

Also I played in 1e tournaments in the late 70's up to the mid-80's. Tomb of Horror is EXACTLY the text of the earliest tournament module. Play it straight, there's basically a 0% chance of survival. This might not be what you'd play exactly in your home campaign (when published by TSR it basically advised DMs NOT to use it with characters anyone wanted to play again). Still, it was pretty typical stuff, and that's a very HIGH LEVEL module, it was MORE that way at low levels!

Again, the 'D' modules are quite high level, assuming at least name level PCs, if not 11th and up. Play at high levels gets progressively more 'heroic' in at least some respects. Were this a module written for low level PCs it would likely also stress this kind of thing, but there would be little scope for heroic action. Instead the modus would necessarily be to establish bases and supply caches below ground and slowly and painstakingly explore, with heavy losses likely at regular intervals. Not really very 'heroic', though again it would be a fun game in its own right.

I don't think you can reproduce 'Indiana Jones' using D&D's rules. Starting at level 1 you'd die often, which certainly doesn't match Indy. You could look at it as "well, he's the one character that didn't die", which is a fine meta-game way to look at it, but that doesn't address the non-heroicness of the EXPERIENCE of play leading up to the survival of 'Joe 5', which was the actuality of play if you pretty much ran the game 'by the book'. You could certainly create the temple in the jungle from the first movie, but you'd have to either run it as a high level adventure (in which case some of the later scenes don't work out coherently) or it would be an attrition operation where you'd probably lose 5 or 10 'archaeologists' in the process of traversing the trap gauntlet (even Indy lost a guide, though that guy was a traitor so it was a dramatic element than attrition).

I do think there's room for skill tests and 'gauntlets', puzzles, etc. in a game that is fundamentally dramatic and scene-framed, they just originate from a bit different source than in Gygaxian origin play. D&D doesn't have any mechanics or tradition that leads to this sort of play. 4e does move into that realm and is quite usable for that, but I'm not sure that was 100% intentional, or at least it was intended only to be ONE possible mode of 4e play. My own game that I run, which is mostly based off 4e-style mechanics, does do it pretty well, and wouldn't really work at all for say a straight up sandbox, unless the GM was quite prepared for it to be open to reimagining by the players in some cases.
 

Lanefan

Victoria Rules
Well, at the time Gygax wrote that introductory text the only known methods of rolling up a PC were exactly one, 3d6 six times in order. Admittedly, 1e PHB doesn't contain those rules and they wouldn't appear for about another year when the DMG was released. Perhaps Gygax was thinking in terms of those nascent rules, which he may have already put into force in his own games? We don't know. I know that those of us who used the PHB in that time period knew of no other generally accepted method of rolling up characters, although I think its possible we may have already started using 4d6 and take the 3 highest, in order six times, maybe.
It's also possible some alternate roll-up methods had already been trial-ballooned in Dragon Magazine. All before my time. :)

Yes, and that's not a bad way for a gritty exploration game to go, but you have to admit that it doesn't mesh well at all with the prefatory text you quoted from PHB 1e. MOSTLY you get to play a weak guy who falls prey to some garden-variety dungeon threat while engaged in a looting mission. Its not very heroic at all, and the PCs quickly take on a fairly disposable nature and the game usually ends up played in 'pawn stance' most of the time. There are always interludes where some RP happens, and maybe more so in some groups than others. Interestingly most of that RP happens OUTSIDE of the structured portions of the game, in 'town play' where the rules are much less explicit and most of the game structure is typically put aside.
It meshes if the players read into it that the characters they inhabit are going to have some sort of self-preservation instinct and thus use lots of caution etc. But let's face it, in reality we all played gonzo for a while, and filled the graveyard in so doing. :)

And you're right about a lot of the RP happening outside the structured dungeon, though a lot also happened between the PCs all the way along. I think this comes from many of the early modules (say, pre-1983 or so) providing very few if any decent opportunities for RP with the dungeon inhabitants; this changed with DL, Ravenloft, and - of all things - a few Judges Guild modules.

I don't think we ever, in anything but some very silly early games, played about 14th level either, that's the highest level 1e PC I ever achieved. I would say that if you actually play in maximum 'player skill' mode you want to replace your straight fighters by around 7th level with either henchmen/hirelings (making more room in the party for PC wizards) or at least mixed caster types like fighter/magic-user. Same with thieves, either higher a specialist to do the few tasks that would otherwise waste valuable spell slots, or bring along a thief/magic-user. The 2e bard fills this role pretty nicely. Straight fighters are just a waste of party slots at that point.
Interesting.

In the game I play in we're up to about a 10th-level average at the moment, and in our year-end awards the only pure Fighter in the party was just voted most valuable character for the 5th time in 6 years, this time after a tiebreak with the pure Ranger! Two non-caster* classes - what does that say?

* - the Ranger's spell ability at 10th is still so trivial that it might as well not count.

The logistics game is fun too, but again, it isn't anything that works well with the mode of play implied in Gary's prefatory PHB 1e text. That mode of play simply does not exist in AD&D 1e if its played straight up as-written.
I disagree here. Both the PH and DMG, for example, point out the need for tracking things like gear, arrows, encumbrance, and so forth; and of hiring porters or buying/renting pack mules to carry what you cannot.
2e is a testament to what happens when you try to bend the game to do it, you get a pretty incoherent result. 3e was a recognition of that and both espoused 'back to the dungeon' (IE forget story-driven play, this is a game of skilled dungeon crawling) AND at the same time implemented a whole host of changes that were PROBABLY (its hard to say) meant to improve story-driven play. The result is AGAIN somewhat incoherent, the actual common play mode that arises being quite different from what is implied by 'back to the dungeon'.
Huh?

Somehow in there you jumped from logistics play to story-driven play. They're not the same thing by any means, though one can tangentially influence the other. :)

I just think it is far less than 18th level. 9th is more like it. At that point the fighter finally gets his stronghold. In adventuring terms this is pretty anemic. Its a fortress, which doesn't help at all in the 'party of explorers' mode of play that even high level material presents.
It can provide a home base for the party, but not much else. That said, I think the assumption is that when a Fighter goes the stronghold route (or the Cleric builds her own temple, or whatever) that character is also pretty much retiring from adventuring. Result: many characters IME put off this step until they think they've done their career, which might be several levels later.

Yeah, I just don't think it ever lived up to that blurb. That was why I found 4e to be quite cool because as soon as we started playing, you felt like you were playing that game that Gygax kept describing but never quite delivered the rules for.

Ah, see, in our way of playing there's no 'advantage' for them to bend it to. RPGs don't have winners and losers. There's no points to be scored, no conflict between the participants in their roles at the table. The very notion that I'm 'giving up advantage' to the players doesn't exist in that model, its not like that. I mean, we CAN enter into something like that mode with say 4e's tactical play where I can as DM run a bunch of monsters and the rules are ALMOST completely objective (and I could spell out with terrain powers and such many of the grey areas). Then we could play a 'no holds barred' sort of tactical wargame-like combat scenario. There can even be some skill uses and whatnot that are handled using related rules (the combat uses of skills for instance) and 'page 42' also helps, though it does rely on some DM judgment.
This looks like the start of a D&D-as-sport vs. D&D-as-war discussion; where I see it as war and you (going by what you've said here) see it as sport. Fair enough. :)

I could even have a bit of a surprise for the players in terms of maybe an encounter is suddenly stronger than they expected or different in some way. That would probably in response to some expressed but not (by meta-game procedures we use) brought explicitly into play by a player. So, there CAN be a sort of 'secret'.
So the players can author their own surprises?

Isn't that kind of like wrapping your own birthday present?

In fact its also quite conceivable to have a scenario where the players say something like "give us a murder mystery to solve" and the GM creates that without consulting with the players BEFOREHAND, so they don't necessarily know the details and they uncover them through play. Of course, even then, the players are on a par with the GM in terms of story, so they COULD all agree (GM and players together) to rewrite some element or introduce some new element and end up with a different solution than the one that was originally created secretly at their behest.
This sounds more like group storytelling on a D&D chassis than anything else. It's neither sport nor war; it's more like two teams getting together before the game and deciding what the score will be, who'll get the goals, and whether the referee will be given the chance to send someone off - and then going out and playing it through to that result.

Only to the extent that the players desire that. If they want a scene of glorious triumph for their characters, then they'll probably get that too. Heck, they could all agree to play a game where the story of the characters seems to logically follow from them simply being ordinary, if gifted, individuals with no special place in the world except what they make of it. In fact, I've found that a lot of groups kind of naturally fall into that zone. They just play, doing what the PCs 'would do' and maybe now and then they invoke some authorial power to bring an element into play that they find interesting.
Again, you're very lucky with your players that they don't abuse this authorial power.

He was also good at getting the characters integrated into the game world, so if you were name-level (and we had a large stable of PCs in his game that usually were in that level range) then he'd happily have the meta-plot arrive at your castle door and start breaking it down! lol. You might even just hear about it when a few of your followers found you and said "boss, the dragon ate the castle!" lol.
I've done that - the party rile up some powerful opponents somewhere and the next thing they know their home base is getting turned into Swiss cheese by the retaliation. :)

Lanefan
 

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