Mark CMG
Creative Mountain Games
howandwhy99 said:On the one hand, I believe you are referring to the "Tarrasque in a 20x20 room" problem.
I missed that the first time through. You might be right. Nice catch.
howandwhy99 said:On the one hand, I believe you are referring to the "Tarrasque in a 20x20 room" problem.
MerricB said:I'm going to call you on this one: this *is* revealed at the end. See page 30 of Grasp of the Emerald Claw. (encounter 40). There are other major flaws with the Eberron adventures, but that isn't one of them.
Cheers!
rounser said:You've taken it out of context. This is what I was disagreeing with: "but having a backstory that the players might not discover doesn't make a moduiile bad either." I say, yes, it does.
rounser said:If you don't care about entertaining your players, you won't care about this either I suppose.
rounser said:There's a reason why movies bother to go "100 years earlier..." or "one week later" and present a flashback prior to the main story.
rounser said:Yeah, it's that ridiculous...
Nope, still think your comment is apropos to nothing as far as my point goes. Doesn't apply. Neither here nor there. Irrelevant backstory to the point I was refuting, if you like. Why? Because you're not saying the same thing as the point I was replying to! It's pretty simple really!I took nothing out of context; that's exactly the point which I replied to. I'm afraid you're still wrong, for exactly the same reasons that I stated earlier. Good, relevant backstory cannot make a module bad. (Note especially "relevant".)
Not necessarily bored...could be apathy, or whatever removal of story does to player's interest in the game. Probably makes it drop.Where did that come from? If I as DM know something that the players don't, suddenly they're bored?
Well, there's the key. "Become clear in time". I'm not arguing against you then, just making the point that adventures that have backstory that the story doesn't make sense without also knowing, and which is either impossible for PCs to discover, or likely for them to miss, is usually poor adventure design, or poor DMing.I know it can be frustrating as a player not knowing what's going on. I trust that one way or the other it will become clear in time. That's part of the "adventuring experience". Or the game experience, whichever you prefer.
I disagree - telling a story properly doesn't insult the intelligence of the audience. It's just the art of telling a good yarn, and not leaving the story equivalent of the punchline of the joke in the backstory, and never revealing it to the PCs. Sure, the DM "gets it", but ideally the players should be entertained by the story too.Actually, the usual reason is that the movie's producers aim their film at the lowest common denominator, and therefore assume that the audience are unobservant idiots with no ability to join dots. (Unfortunately, a lot of the time they're absolutely right.) Personally, I generally assume that my players are smarter than that. A lot smarter.
Yeah, good on ya...Yes, that pretty accurately sums up your argument.