• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Dungeon Mastering as a Fine Art

The thing is Story games are games. You have established in the past that you don't play or understand storygames. You've made up your own definition of what storygames are that bears a little resemblance to freeform roleplaying and excludes a lot of storygames. They are games where playing them with skill will end up with a story that looks very much like the sort of story they are trying to emulate, whether Teen Horror (Monsterhearts) Gothic Horror (My Life With Master), Cohen Brothers (Fiasco), Mad Max/Streets of Fire (Apocalypse World), or others. But they are games - and in at least the cases of AW and Monsterhearts games where you gain XP and influence.
I've played Fiasco, My Life with Master, read Apocalypse World, and played and read quite a few you've not mentioned. I'm not coming to these opinions unprepared. They simply aren't RPGs because they never allow for role playing. And the point was never to make players authors of a story. Who needs to write stories when you could play a game instead? We're here to game and nothing is game content in those stories. Total Fail as to what RPGs are designed to do.

Edit: And labels do have meaning. Why do you think we use them? It's basic semiotics and basic communication.
Gygax used labels, but didn't demonstrate their place in games. But he wasn't using them as characters or setting as anyone can read. Those are all game mechanics in every respect.

And I assume you understand the irony of bringing up semiotics to gamers? Especially RPG players.
 

log in or register to remove this ad


You remember GenCon 1990? How WW thumbed its nose to the entire hobby and claimed it wasn't an RPG, but a Storytelling Game? And most D&D players didn't want anything to do with them or telling stories after the Dragonlance debacle? I have no problem with storygames being in a different hobby. I don't think you realize that's where you are, in a different hobby. It's Edwards that made Storygames de rigeur for all "RPG" labelled games.

Gygax was simply trying to make games. He wanted games that were actually games, but where you could do the stuff characters were said to do in books. Not games where game play was written out of the equation and every bit of content became ungameable.

I'm wondering how you remember that. Considering Vampire wasn't released until 1991 and didn't really become a thing until after that, what exactly are you remembering here? And, while I wasn't really big into Vampire, or LARPing (which was later still), I don't recall anyone who was into either claiming that they weren't playing an RPG. In fact, it was only those who didn't play the game, and felt the need to pooh pooh games that other people liked, that started claiming that Vampire or LARPing wasn't really role playing.
 

It's a shame a good thread about DMing advice has turned into navel gazing and spouting One True Way-isms. I'd ask that perhaps agreeing to disagree might be the way to go, but then I doubt the thread is salvageable at this point.
 

No, they are part of the imagination. Fictions are parts of stories. Both are obviously real
Allow me to reiterate part of the definition of "fiction" I cited upthread: "an imaginary thing or event, postulated for the purposes of argument or explanation".

Orcs, in the playing of D&D, are imaginary things, postulated for the purposes of reasoning about them - eg what happens to them when the PCs (also imaginary things) attack them with swords.

Orcs are not "obviously real". They are obviously imaginary. Polar bears are obviously real. Dodos were, in the past, real but now are extinct. Orcs have never existed. They are made up!

The imagination is real, in the sense that it is a real human faculty. The objects of imagination are not real, though - they are imaginary! (And "imaginary" is an antonym for "real".) In this respect the objects of imagination are like the objects of hallucination, of delusion, of false belief.

I am setting up a predefined game world (of tried-and-true rigorous game design) for the players to actually be able to discover and manipulate
Gygax was simply trying to make games. He wanted games that were actually games, but where you could do the stuff characters were said to do in books.
The players of D&D can't do stuff that characters are said to do in books. For instance, REH's Conan climbs sheer walls barehanded, fights off werehyenas, pulls himself of a cross, leads bands of pirates, slays hordes of picts, etc, etc. The players of D&D don't do any of that stuff. They sit around tables, rolling dice, performing simple arithmetic calculations, and making various notations on bits of paper.

The only connection between the player of D&D, and REH's character of Conan, is that a player of D&D sometimes imagines his/her PC doing things like Conan did. In that respect, the game is different from chess - it is no part of playing chess to imagine the pieces fighting, for instance, or to ask what colour the black queen's eyes are. Whereas those sorts of things are part and parcel of playing D&D (for instance, when meeting an NPC queen, it's perfectly permissible for a D&D player to ask the GM what colour the NPC's eyes are, and then declare "I compliment her on the [insert colour word here] shade of her eyes - does that give me a bonus to the reaction roll?").

Your gameworld, predefined or not, is also imaginary. The land of Greyhawk does not exist. Maure Castle does not exist. The Duchy of Ursnt does not exist. These are all made up. As the old logo used to have it, they are "Products of the Imagination".

Gygax was making a game. One of the game designs in those games was labeled a "character" because he was accustomed to creating simulation games. No one was ever required or even expected to perform a fictional personality.
Edwards has never said that RPGing requires or expects the performance of a fictional personality. In fact he expressly denies this, thereby agreeing with you. He even has a label to describe RPGing in which no one is required or expected to perform a fictional personality. He calls it "pawn stance".

However, Gygax absolutely thinks that RPGing requires imaginary persons (called characters, both player- and non-player- versions thereof). He thinks they're so important that he dedicated pages and pages of rules explaining how to create them as, and out of, game elements. Some of those game elements do not engage the game fiction (eg hit points, experience points, arguably saving throw bonuses and experience levels). Others of them do. For instance, the rules for how much time actions take in melee are to be worked out based on imaginative projection from the established fictional situation. Consider, for instance, p 100 of the PHB: "The time required to cast (read) a scroll spell is exactly that shown for the memorized spell. Of course, this assumes the scroll is in hand and ready to read". That is not a rule about the player's hand. It is a rule that engages the imagined hand of the (imaginary) player character.

Consider, also, p 64 of the same book: "The relatively short casting time for those spells with a material component assumes the magic-user as decided upon which spell he or she will employ, and the material or materials needed are at hand . . . If this is not the case, there will be a delay commensurate to the situation. . . having to search through a pack to locate some component is as good as wasting 5 segments - 30 seconds."

In the passage just quoted, once again the "hand" in question is not that of the player. It is the imagined hand of the imaginary character. The situation, also, is not a real situation - the delay is not commensurate to some event taking place in the real world. The delay is commensurate to some imagined event, such as the (imaginary) character searching through his/her (imaginary) backpack.

Edwards gesture of "gamism" towards actual game play and games is as biased as they come.

<snip>

Every bit of Edwards' philosophy is founded on games as stories.

<snip>

There are far more, seemingly endless biases and deliberate misrepresentations on his part
Nothing in the passage I cited asserts or implies that games are stories. Consider the most important sentence I quoted: "The players, armed with their understanding of the game and their strategic acumen, have to Step On Up. Step On Up requires strategizing, guts, and performance from the real people in the real world". This is a statement about the players. It states what they need - namely (i) an understanding of the game, and (ii) strategic acumen. It then states what they have to do - namely, evince "guts" and strategise and perform.

That is a perfect description of what a chess player does. A chess player, armed with his/her understanding of the game of chess (eg rules, known openings and defences, having read through games played by past masters, etc) and with his/her strategic acumen, has to step on up and perform in the real world.

It is not remotely an adequate description of what a novelist does. A novelist does not need an understanding of any game, nor does s/he need strategic acumen. A novelist does need guts, but the way s/he evinces guts is completely different - she puts her creative product out in the world for others to see and therefore (by implication) to subject to aesthetic evaluation.

In short, nothing in Edwards' description of gamism bears any connection to storytelling.

They are "Characters" not playing pieces. They are "Situations" not designs. They are "Systems" (a term he often had to repeat was not mathematical system) not patterns. They are "Setting" and "Color" not Out-Of-Game elements not relevant to gaming or game play.
As others have noted, player characters have been called just that - characters - from the beginning of the hobby. In the PHB (p 103), Gygax says this under the heading of "Traps, Tricks and Encounters":

During the course of an advanture, you will undoubtedly come across various forms of tricks and traps, as well as encounter monsters of one sort or another. While your DM will spend considerable time and effort to make all such occurrences effective, you and your fellow players must do everything within your collective power to make them harmless, unsuccessful or profitable.​

And earlier, on p 101, he says:

Dungeon Adventures: Adventures into the underworld mazes are the most popular. The party equips itself and then sets off to enter and explore the dungeon of some castle, temple or whatever.​

These all fall under Edward's definition of situation - they are "the imaginative-thing we experience during play." That is, in playing Gygax's D&D, we experience underworld mazes with traps we want to avoid being harmed by, tricks we want to render unsuccessful, and encounters from which we hope to profit. In each case the consequence occurs both to the player and that player's character: harming the character is harming the player, by worsening his/her position relative to the gameplay (eg reduced capability to make "moves" during play); tricking the PC involves also tricking the player, into making an ill-judged move; profit to the PC is profit to the player, because of the XP-for-gold rule, which means that profit to the PC is an improved game position and increased capability for the player. (In AD&D, magic items are a double profit because they both confer XP and directly confer an improved game position. For gold pieces this is not the case - they only indirectly confer an improved game position, because you have to engage in further gameplay in order to get the benefits of your PC spending his/her money.)

We also can see here setting - the dungeon and its backstory - but these are not relevant to play in and of themselves, but rather as material to be engaged in play - ie as situations. So far from Edwards rendering "every bit of content ungameable" (a phrase you use in a post not far upthread), Edwards is insisting that only gameable content is relevant to gamist play. He is saying that those RPGers who enjoy the setting and the story for its own sake are, from the point of view of Gygaxian D&D play, "pissing about" with irrelevant stuff.

That there is colour here I think we can take utterly for granted - for instance, in quoting the spell-casting rules above I elided the references to the "numerous pockets and folds of the magic-user's garb"; and I haven't cited any of the level titles, all of which help establish the colour of the gameworld. That there is system is also obvious - for instance, on p 105 of the PHB Gygax has a heading "combat procedures", and procedures here is a synonym for system. And it is not a mathematical system, by the way - as elaborated on pp 61ff of the DMG it is a series of steps for processing action declarations and determining the results of them.

I've not seen your posts for some time now to discuss them. Which makes me uncomfortable as I shouldn't have Mentioned you if I couldn't. I apologize for that.
If you want to ignore me, whatever. That's no skin of my nose. But if you're going to impute opinions to me that I don't hold, have never asserted, and have explicitly denied in posts that you have read and to which you have replied, then I will respond to set the record straight. You're entitled to your view about RPGing, but it's against board rules to misrepresent or make false imputations about other posters.
 
Last edited:

It's a shame a good thread about DMing advice has turned into navel gazing and spouting One True Way-isms. I'd ask that perhaps agreeing to disagree might be the way to go, but then I doubt the thread is salvageable at this point.
Good morning. Yes, it is possible we can stop. I think most people's points have been covered. Not to leave anyone's posts in the lurch here, but I don't foresee a handful of posters (me included) stopping their disagreements with each other in any thread any time soon.
 

Sorry @pemerton lost my finished reply to a DC, and I needed an energy surge to reply again, which took a couple of days.

As a GM I'm not trying to tell a story. I'm trying to frame the players (via their PCs) into difficult situations. If I do my job properly, and the game's mechanics work properly, then some sort of story should emerge.

That is interesting, I take this approach sometimes, but generally I try fit cool moments in the story. So first I think-up a story from which I can frame PC into difficult situations not the other way round.
But with regards to how you design adventures - how do you go about that process? Do you design difficult situations/frames and then work a story around it?

I don't really see what work "primarily combat" is doing here. Social interactions and meeting new people are important in my game too. And I guess would be important in @Hussar's game.

I was not at all suggesting social interactions and meeting new people are not important to yours or @Hussar's game. XPs rewarded due to combat are around 10% in my campaign. Thinking up the idea and researching in the town archives (if new town) would earn XP in my campaign. Travelling new roads would earn XP...etc
We run XP different to the x sessions/DM desires = level increase or the generic XP earning per the DMG.
There was no slight intended.

Another very important part of my game is the players (and thereby their PCs) learning the campaign backstory. But I generally prefer that the backstory come out in the context of resolving a situation - say, in the context of interacting with an NPC - then via a "download" triggered by (say) the PCs going to a library. Here's an example of the last purely exploratory scenario I ran. Here are two links to some examples of the sorts of social encounters I enjoy, which are my typical way of bringing out and/or establishing backstory.

I understand that, but I don't mind certain "downloading" being done via research or creative thinking by the PCs, naturally its also dependant on what type of information is asked for/given.

The other part of this, though, is that Conan climbs plenty of walls, mountains, cliffs etc without stocking up on gear first. And in one of the REH stories (Rogues in the House?) he breaks in via sewers without having checked the library archives first.

I think its unfair to judge that DM based on a Conan book.

I find that emphasising preparation, which in many respects is an aspect of PC-building (eg adding items onto equipment lists), can detract from actual resolution, which is where I prefer play to be focused.

That style certainly speeds up play and getting through the adventure faster.
I use prep time for role-playing purposes which again allows for XP gain in our campaign.
So while in the town archives they meet persons of interest and engage (it fleshes out the campaign world and allows me to draw on such experiences or characters in future stories/ideas). Same with merchants, taverns and inns - not everything is driven into the current adventure they're on.

If the players in my game took their PCs into the sewers to try to sneak into another part of the city, then that's what we're resolving. In the context of 4e, Dungeoneering and Streetwise checks would be the order of the day (and would help resolve the question of whether or not the PCs got any useful information in advance). If checks succeed, the narration suggested by @Hussar (a PC sticks his/her head up through a grate) works fine. If checks fail and things seem to be grinding to a halt, some sort of complication is in order - maybe the PCs bump into their rivals in the sewer, heading the other way! Or if that would be too distracting, the same grate technique can work but this time the PC is seen as s/he is ducking back down - so now the PCs are on a tighter clock.

This link describes how I handled some of the last big Underdark crawl in my campaign.

I have no issue with this. I think my posts with @Neonchameleon reflect that, I just wouldn't discount the possibility of them being lost...of course they can find their bearings again with actions being done.

I think you'd find my group gives plenty for a GM to work with.
Cool. :cool:
 
Last edited:

Instead of trying to force the "story gaming" crowd into another whole genre, I believe it's better to just say that the roleplaying tent has gotten bigger. In all cases, a role is being played. Admittedly in story games it goes beyond just that.

I do wish we could have better language though. I don't care for the narrative story game crowd and I wish I could quickly identify a game as not my style without having to practically interview the DM.

I do agree that at the beginning the roleplaying world did not include the story game concept. The idea of characters authoring game world content outside their characters would have been met with incredulity. That doesn't make it wrong. Automatic transmissions would have likely astounded people too. It just means that there is a lot of confusion in roleplaying today because some people think their preferred style is an advancement and not just another flavor.

Imagine a person has just introduced a new flavor of ice cream. What if he kept saying that his flavor offered everything vanilla did and more? He could argue all day long but some people still like vanilla instead of his new flavor.
 

Instead of trying to force the "story gaming" crowd into another whole genre, I believe it's better to just say that the roleplaying tent has gotten bigger. In all cases, a role is being played. Admittedly in story games it goes beyond just that.

Here we agree :)

I do wish we could have better language though. I don't care for the narrative story game crowd and I wish I could quickly identify a game as not my style without having to practically interview the DM.

Fair enough :) Being on the same page is a good thing.

I do agree that at the beginning the roleplaying world did not include the story game concept. The idea of characters authoring game world content outside their characters would have been met with incredulity. That doesn't make it wrong. Automatic transmissions would have likely astounded people too. It just means that there is a lot of confusion in roleplaying today because some people think their preferred style is an advancement and not just another flavor.

And here I believe you to be incorrect. Second and third generation, possibly. But first generation, Lake Geneva and co, the group that gave us Xagyg, Melf the Male Elf, "Medium" Rary, and the brothers Bigby, Rigby, Sygby, and Digby I believe would have been fine with it. Theirs was not a group to let canon or what little tradition they had stand in the way of fun.

How do I know this? Other than Mike Mornard (the only player who was in both Arneson's original Blackmoor campaign and Gygax' original Greyhawk campaign) has a continual refrain as to why anything the way it is of "We made up some :):):):) we thought would be fun" (he's also in the process of editing his anecdotes of very early D&D to publish as a kickstarter). First the origins of D&D - back in the original Braunstein. Arneson took the intended setting (banana republic), made changes to it and the background on the player side (added the CIA and a CIA badge that passed inspection) and proceeded to subvert the entire game. But that's not D&D.

Let's look at another case of the players changing and adding backstory to the setting. The origins of the Cleric. Again, as relayed by Mike Mornard.

William Crolley as passed on by Mike Mornard said:
Ahem. I was there.

In CHAINMAIL there were wizards that functioned as artillery.

Then there was Dave Arneson's first miniatures/roleplaying campaign. Some players were 'good guys' and some players were 'bad guys' and Dave was the referee.

One of the 'bad guys' wanted to play a Vampire. He was extremely smart and capable, and as he got more and more experience he got tougher and tougher.

This was the early 70s, so the model for 'vampire' was Christopher Lee in Hammer films. No deep folklore :):):):).

Well, after a time, nobody could touch Sir Fang. Yes, that was his name.

To fix the threatened end of the game they came up with a character that was, at first, a 'vampire hunter'. Peter Cushing in the same films.

As the rough specs were drawn up, comments about the need for healing and for curing disease came up.

Ta da, the "priest" was born. Changed later to 'cleric'.
The players again added things to the setting - a vampire hunter based on Peter Cushing. It's not Christian roots - it's Hammer Horror. Player driven. As, for that matter was the presence of all the Tolkeinesque PC races in D&D. Gygax didn't like Tolkein. But his players did. So the players added Tolkeinesque races.

And let's go a little more extreme on the Tolkeinesque front. Mornard played a baby balrog in both the original Blackmoor and the original Greyhawk. And didn't just play a baby balrog (it had to be a baby) - he made things up on the fly like putting on an asbestos press hat and infiltrating the wizard's lair by pretending to be a reporter from the Balrog Times, using his thumb as the flash. You know what didn't exist in the setting before he tried that sort of shenanigans? Either reporters or flash photography. But it was cool, it didn't break the setting, and it made things more fun. So the player was allowed to make it up.

So no I don't buy any argument that the original D&D players weren't allowed to author game world content outside their characters. Because there is plenty of evidence of them doing exactly that It's only after setting started being published and used, and the game got away from Lake Geneva that there was any problem with this.
 

I'm wondering how you remember that. Considering Vampire wasn't released until 1991 and didn't really become a thing until after that, what exactly are you remembering here? And, while I wasn't really big into Vampire, or LARPing (which was later still), I don't recall anyone who was into either claiming that they weren't playing an RPG. In fact, it was only those who didn't play the game, and felt the need to pooh pooh games that other people liked, that started claiming that Vampire or LARPing wasn't really role playing.

- Incoming appeal to authority with limited merit. Consider at your own risk


Well prior to 1991 and through several years after that I was good friends with Rob Hatch. (For those unaware, you will find his name rather prominent in many of the WoD books, among others)
We played a lot of RPGs. A fair portion of my WoD books were gained through Rob. We also played D&D and GURPS (a lot of GURPS). I can't speak for Rob and Rob wasn't a spokesman for WW. But there was never the SLIGHTEST doubt that role playing was the thing. Now, "storytelling" was certainly a major buzz phrase for them. And, IMO, it would be silly to claim that there isn't a clear difference between the narrative / social interaction focus in the design intent and marketing of WoD compared to the common "kill the orc" expectation of D&D. So there was a difference. But WW was just calling differences in roleplaying styles, not rejecting roleplaying by any means.

Now, if someone were to claim that certain groups of players might have abused language this way to achieve their own version of geeks calling geeks "geeks", I could believe that. I did not see it first hand.
 

Into the Woods

Remove ads

Top