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DM-only backstory in modules
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<blockquote data-quote="howandwhy99" data-source="post: 2649105" data-attributes="member: 3192"><p>I've skimmed the rest of the thread, but do not have time to read everything. Here's my two cents just in case it hasn't been mentioned yet.</p><p></p><p>I think there are two things being referred to here:</p><p></p><p>On the one hand, I believe you are referring to the "Tarrasque in a 20x20 room" problem. Essentially, the players are exploring a dungeon, open a door, and encounter a seemingly implausible monster. In the module text a perfectly valid justification is given that explains away why the Tarrasque is in the room, but often this has little or nothing to do with anything else going on in the dungeon. Moreover, because it is so disconnected, the players have little chance of ever learning why (or better yet predicting) the Tarrasque is there anyways. So it ends up as wasted space and the encounter looks absurd. </p><p></p><p>On the other hand, it sounds like you might be questioning the ease of characters' access to the background which underpins the dungeon's design. This is different than the after-the-fact justification above as the background creates context for the entire adventure. It is why the dungeon was built as it was, the monsters act as they do, why the treasure is horded where it lies, and a whole lot more. Because of that, I personally find dungeons built logically, but with absurd creatures (like a Tarrasque) entice players more to ask questions, explore, and test things out. If they are observant and smart, then the background is slowly discovered. If not, then they may never discover every clue but can still enjoy the dungeon.</p><p></p><p>If you are having the first problem (Tarrasque in a 20x20 room), then the designer probably constructed the dungeon first and came up with the background after the fact. This is fine as it places the emphasis on "cool ideas" rather than internally coherent ones. <u>White Plume Mountain</u> is an excellent example of this. This problem is difficult to fix, but a good DM can create a backstory that explains most encounters and rewrite the rest. If you don't want to go to all that work you could simply use each disconnected background bit as a hook into another adventure. Unfortunately, this still prevents characters from predicting what they may soon face and all of what is happening around them. But that is not unusual in the real world either.</p><p></p><p>If you are referring to the second problem (an inaccessible background), then the designer may not have extrapolated enough from the adventure background or created enough clues for the characters to find while exploring. It may also be the players are not tracking this information closely enough either. Or they may not even be interested in the dungeon's make up to predict what and where things will be. This can be dangerous, but it depends on your preferred style of play. <u>The Mud Sorceror's Tomb</u> is a good example of where not paying attention to their surroundings can get a group killed.</p><p></p><p>Personally, I prefer using the second method of dungeon creation (form follows function), rather than loosely stringing things together . I find the obstruction of sticking to the background forces me to be creative and to keep tying my creations in to the original premises. However, I don't think either method really is better than the other. Sometimes you'll have a great idea that does not pertain to the original background, but you still want to include it. I find myself writing up subplots in these cases. However, it's essential the PC's can at some point learn each rationale no matter what the encounter/room/trap/treasure is. I suggest creating a list of clues above and beyond the ones offered by the module just in case your players have trouble in certain cases. Just try and run through things from a character's perspective. This also serves as a good doublecheck in case any glaring errors were missed.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2649105, member: 3192"] I've skimmed the rest of the thread, but do not have time to read everything. Here's my two cents just in case it hasn't been mentioned yet. I think there are two things being referred to here: On the one hand, I believe you are referring to the "Tarrasque in a 20x20 room" problem. Essentially, the players are exploring a dungeon, open a door, and encounter a seemingly implausible monster. In the module text a perfectly valid justification is given that explains away why the Tarrasque is in the room, but often this has little or nothing to do with anything else going on in the dungeon. Moreover, because it is so disconnected, the players have little chance of ever learning why (or better yet predicting) the Tarrasque is there anyways. So it ends up as wasted space and the encounter looks absurd. On the other hand, it sounds like you might be questioning the ease of characters' access to the background which underpins the dungeon's design. This is different than the after-the-fact justification above as the background creates context for the entire adventure. It is why the dungeon was built as it was, the monsters act as they do, why the treasure is horded where it lies, and a whole lot more. Because of that, I personally find dungeons built logically, but with absurd creatures (like a Tarrasque) entice players more to ask questions, explore, and test things out. If they are observant and smart, then the background is slowly discovered. If not, then they may never discover every clue but can still enjoy the dungeon. If you are having the first problem (Tarrasque in a 20x20 room), then the designer probably constructed the dungeon first and came up with the background after the fact. This is fine as it places the emphasis on "cool ideas" rather than internally coherent ones. [U]White Plume Mountain[/U] is an excellent example of this. This problem is difficult to fix, but a good DM can create a backstory that explains most encounters and rewrite the rest. If you don't want to go to all that work you could simply use each disconnected background bit as a hook into another adventure. Unfortunately, this still prevents characters from predicting what they may soon face and all of what is happening around them. But that is not unusual in the real world either. If you are referring to the second problem (an inaccessible background), then the designer may not have extrapolated enough from the adventure background or created enough clues for the characters to find while exploring. It may also be the players are not tracking this information closely enough either. Or they may not even be interested in the dungeon's make up to predict what and where things will be. This can be dangerous, but it depends on your preferred style of play. [U]The Mud Sorceror's Tomb[/U] is a good example of where not paying attention to their surroundings can get a group killed. Personally, I prefer using the second method of dungeon creation (form follows function), rather than loosely stringing things together . I find the obstruction of sticking to the background forces me to be creative and to keep tying my creations in to the original premises. However, I don't think either method really is better than the other. Sometimes you'll have a great idea that does not pertain to the original background, but you still want to include it. I find myself writing up subplots in these cases. However, it's essential the PC's can at some point learn each rationale no matter what the encounter/room/trap/treasure is. I suggest creating a list of clues above and beyond the ones offered by the module just in case your players have trouble in certain cases. Just try and run through things from a character's perspective. This also serves as a good doublecheck in case any glaring errors were missed. [/QUOTE]
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