Neonchameleon
Legend
Thanks. Seeing that about one of my comments for the first time just made my dayI must spread some XP around, et cetera.
Thanks. Seeing that about one of my comments for the first time just made my dayI must spread some XP around, et cetera.
See, this is why I need an editor - you said that much more succinctly than I did.You have an agreed genre with agreed thematic material and an understanding both that the game will deal with those things - swashbucklers, musketeers, corrupt clergy, courtiers, etc - and that if the players have a bit of good luck with the dice and their decisions they will see their PCs grow from fortune-seekers to fortune-attainers.
I agree with Doug McCrae on this: D&D sets very clear expectations for what the game is about through its character creation and rewards systems, with the caveat that these differ between editions.The OP is (or at least seems to be complaining) about D&D players whose PCs won't act. But D&D doesn't set a genre (or at least, does not set a genre with anything like the specificity of tropes and themes as musketeers) and doesn't establish any baseline understanding about the prospects for PCs (indeed, we regularly see threads on these forums disagreeing about what those prospects should be in a typical D&D game).
pemerton, however much you and I may disagree on the finer points of this little hobby of ours, I do enjoy our discussions, and I hope you do, too.I don't mind you having a bit of a dig at "metagame agendas" - I know you're not a FoRE . . .
As I noted in a previous post, everything that Nameless1 suggested is a perfectly valid solution. They are not my preferred methods for engaging the players and their characters with the setting, but I agree they work for many.. . . In light of this problem with D&D play - a probelm that I think is fairly widely recognised (it's not as if the OP is the first time I've heard this sort of complaint) - Nameless1 seems to me to be making some fairly basic suggestions, based on familiarity with non-D&D games, about how to provide the context that will motivate those players to have their PCs act. The alternative approach, of specifying genre and PC prospects much more specifically than is normally done in D&D play, might work equally well, but (perhaps because I'm a FoRE) I tend to think more in Nameless1's terms.
Oh, perhaps once ot twice.I think we might have had this conversation before.
And I would consider that 'faffing about,' that discovery through play, to be adventure, too.But what makes you think I (or Nameless1, for that matter) would classify this as faffing around? I'm talking about reducing the level of pure exploration of the gameworld. What you're talking about isn't exploration. It isn't looking for the adventure - unless I'm missing something, it is the adventure.
What I am describing as "faffing around" is the bit where the player has to discover, through play, who the local powerholders are, whose wives are worth courting, and where all the clubs are. I prefer a game where at least some of this is known at start up, so that we can cut straight to the action (of course some, perhaps even the most interesting, stuff can be secret at the start and emerge in the course of play - but not everything that is necessary for the fun stuff to happen).
Could you explain that please? Do you mean that embedding is a reward because of the free followers/castle that come with your level? Which seems to cut against letting the players decide.
It sets goals, doesn't it, through the level up and magic item acquisition systems. PCs are 'supposed' to go to dangerous places, fight monsters and acquire treasure. And, in old school D&D, become a military commander. That's what one could call the genre of D&D.
If a player wanted their character to become the mistress of the wealthiest, highest status man she could find, if the goals were wealth (just like trad D&D, but with totally different methods), love and security for oneself and one's children then the game would completely break down. The text of D&D just doesn't cover that, it's all about going down holes, fighting monsters and finding treasure, not seduction, relationships and child rearing.
People say you can do anything with it, but it seems to push very strongly in a particular direction, a tiny subset of all the activities that could be taking place in the game world.
"You must spread some Experience Points around . . . "I agree; D&D does have a distinct genre; D&D PCs are adventurers or adventurer-type-characters in a fantasy world. The GM had better treat them as such, or he's breaching the social contract.
They may be "ordinary adventurers" with no special luck or breaks (OD&D & Classic) or they may be unusually favoured (3e) or near-uniquely favoured (4e), but in all cases they are fantasy adventurers, to whom unusual things happen at a much greater rate than the general populace. If you don't believe me, take a look at the 1e DMG Town Encounter Table. It is not a tool for simulating the day of the average townsman - he wouldn't last the day! It's there to provide suitably exciting and dangerous occurrences for D&D adventurer PCs.

That's a very interesting interpretation of the encounter tables. I'm not sure if it's what the author intended but I agree with you that it makes more sense than the 'world sim' interpretation.in all cases they are fantasy adventurers, to whom unusual things happen at a much greater rate than the general populace. If you don't believe me, take a look at the 1e DMG Town Encounter Table. It is not a tool for simulating the day of the average townsman - he wouldn't last the day! It's there to provide suitably exciting and dangerous occurrences for D&D adventurer PCs.
Kzach said:I've done this experiment too many times to count where I've told the group either one or the other, ie. I've said, "Go where you want, do what you want, but the onus is on you to find adventure," and everyone is like, "Yay! Awesome!" and we start the game and sit in a tavern for three hours roleplaying hitting on the barmaids, drinking themselves silly, and provoking fights. Usually this goes on until I finally break and paint a flashing neon sign that says, "Adventure, this way!"
I agree; D&D does have a distinct genre; D&D PCs are adventurers or adventurer-type-characters in a fantasy world. The GM had better treat them as such, or he's breaching the social contract.
They may be "ordinary adventurers" with no special luck or breaks (OD&D & Classic) or they may be unusually favoured (3e) or near-uniquely favoured (4e), but in all cases they are fantasy adventurers, to whom unusual things happen at a much greater rate than the general populace. If you don't believe me, take a look at the 1e DMG Town Encounter Table. It is not a tool for simulating the day of the average townsman - he wouldn't last the day! It's there to provide suitably exciting and dangerous occurrences for D&D adventurer PCs.
Or Lanefan, but it cuts both ways: I'll only invite in those who I think will be entertaining players, and if they're not then the blame falls in some amount to me. And I also see it as my job to entertain them, or at least try.Players, it's your responsibility to entertain the DM -- if the DM is Kzach.
Provided it's game-related, then sure.As for me, I tend as ref to be contented wherever the players are finding their fun.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.