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Advice for Caves of Chaos/B2
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<blockquote data-quote="pming" data-source="post: 7287724" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>Er...ok? I didn't mean to tick you off or anything, sorry if I did. That said...</p><p></p><p>If you have B2 available to you (probably, you've been at this almost as long as I have), read page 2 again. Therein the module basically instructs the DM to "make stuff up; make up reasons; make up the why's and wherefores of the mini setting; expand it as play progresses". That's how it is "meant" to be used. That was it's intention - let the fledgling DM stretch his/her wings and adapt it to their burgeoning career. </p><p></p><p>I get what you are saying...I just think that you are looking at it from a "story" point of view and ignoring that the idea of "story adventure paths" weren't even a concept at that time. Keep on the Borderlands is perfect for teaching a DM how to do DM stuff. I definitely agree with you, however, that from a "logical story progression" type of teaching tool for a new DM...it sucks. But then again, as I said, it isn't trying to teach a DM to be a 'story teller' so much as how to be a Dungeon Master. All that story stuff? That will come naturally as the DM's style, knowledge and preferences mature.</p><p></p><p>IME, telling a DM how to "get the players back on track" to continue a story is a <em>bad</em> way to teach DM'ing. But that's me. Obviously you disagree. Different strokes and all that. No worries! You do you and I'll do me. At least both of our groups are having fun, right? That's the whole point of this hobby after all... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7287724, member: 45197"] Hiya! Er...ok? I didn't mean to tick you off or anything, sorry if I did. That said... If you have B2 available to you (probably, you've been at this almost as long as I have), read page 2 again. Therein the module basically instructs the DM to "make stuff up; make up reasons; make up the why's and wherefores of the mini setting; expand it as play progresses". That's how it is "meant" to be used. That was it's intention - let the fledgling DM stretch his/her wings and adapt it to their burgeoning career. I get what you are saying...I just think that you are looking at it from a "story" point of view and ignoring that the idea of "story adventure paths" weren't even a concept at that time. Keep on the Borderlands is perfect for teaching a DM how to do DM stuff. I definitely agree with you, however, that from a "logical story progression" type of teaching tool for a new DM...it sucks. But then again, as I said, it isn't trying to teach a DM to be a 'story teller' so much as how to be a Dungeon Master. All that story stuff? That will come naturally as the DM's style, knowledge and preferences mature. IME, telling a DM how to "get the players back on track" to continue a story is a [I]bad[/I] way to teach DM'ing. But that's me. Obviously you disagree. Different strokes and all that. No worries! You do you and I'll do me. At least both of our groups are having fun, right? That's the whole point of this hobby after all... :) ^_^ Paul L. Ming [/QUOTE]
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