Yora
Legend
The adventure. Either published, or written by the GM in the style of published adventures.What script?
The adventure. Either published, or written by the GM in the style of published adventures.What script?
I apologize for any excessive snark, but I didn't find your assertions particularly helpful or true IME. I don't think that it pans out descriptively, either as the intented design or praxis of the game.Alright with the snark. Yikes.
Again IME, an unsignificant amount of players are like that. They phase out their game focus until it's time to roll initiative. For others, exploration is the necessary evil to get to the fun stuff: i.e., combat. For these players, exploration or even social encounters represent the GM-designated hoops the PCs have to jump through for the treat at the end.I'm just struggling to understand the expectations of players with regard to encounters that feature social interaction and combat if they're not exploring. Are their characters just standing around and waiting for those opportunities to come to them?
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For starters, all that world-building and prep you mentioned before. It can easily become the script, especially with GM-curated adventures or adventure paths.What script?
It's a common enough complaint (which I believe is completely misplaced) that, without context, it's impossible to tell.That was hyperbole.
What script?
For starters, all that world-building and prep you mentioned before. It can easily become the script, especially with GM-curated adventures or adventure paths.
I understand. When I hear "script" I think "railroad." It's very true that published adventures do have a general course of action and prescribed direction, which has its place.The adventure. Either published, or written by the GM in the style of published adventures.
I've taken from my interactions with this community that my experience playing Dungeons & Dragons is... different? I don't know what the right word is.I apologize for any excessive snark, but I didn't find your assertions particularly helpful or true IME. I don't think that it pans out descriptively, either as the intented design or praxis of the game.
Generally, again IME, people most often distill the game of D&D as "killing monsters and taking their stuff."
I think this is all very dependent upon the Dungeon Master. This has not been my experience.Again IME, an unsignificant amount of players are like that. They phase out their game focus until it's time to roll initiative. For others, exploration is the necessary evil to get to the fun stuff: i.e., combat. For these players, exploration or even social encounters represent the GM-designated hoops the PCs have to jump through for the treat at the end.
If you follow the book, it instructs you to create a home base (a fully fleshed out settlement), create a local region (at province scale that would include at least one town and roughly eight to twelve villages), and then craft a starting adventure.For starters, all that world-building and prep you mentioned before. It can easily become the script, especially with GM-curated adventures or adventure paths.
I do, but there's multiple opportunities to go in multiple directions. I'm not married to any particular dungeon. I have a ton of them ready to go should the players seek them out or stumble upon them in their travels, but I don't prescribe that they go where I want them to.You don’t have keyed encounters in your adventures? You’ve never run a module?
But, yeah this is just running around in circles. I’ve made my point and there really isn’t much else to say. Endless naysaying is boring.
Why is it dependent on the DM? Don't players have their own expectations and desires for what excites them in play?I think this is all very dependent upon the Dungeon Master. This has not been my experience.
The bold, particularly "should," is doing a lot of heavy lifting here.If you follow the book, it instructs you to create a home base (a fully fleshed out settlement), create a local region (at province scale that would include at least one town and roughly eight to twelve villages), and then craft a starting adventure.
From there the players should have free rein to explore the area, interact with all of the NPCs you've populated the settlements with, and delve into the dungeons you've created. There's no script.
While they're doing that you focus on building out the larger kingdom they'll explore as they reach a higher tier. This includes mainly towns and cities and multiple terrain types, really leaning into exploration. You populate all those places and prep all the bigger, meaner dungeons they'll discover. There's no script.
There may be a larger plot, or something world-shattering that's taking place, but a campaign doesn't have to be "we're 1st level and have to do this one thing until we reach 11th level." The big bad evil villain could be masterminding a great deal, and the eventual climax may be destroying them, but it doesn't have to be so formulaic unless you want it to be. There's no script.
This goes back to what @Ovinomancer has described as the core resolution system of D&D: "the GM decides." Combat (and spells in combat and elsewhere) is generally where players have more structure and concrete tools at their disposal to express agency over the state of the fiction.In many ways, it bums me out to hear that. I'm sorry that people have to slog through something that has a prescribed course of action.Edit: Formatting.
Of course they do, and I said it's dependent upon the Dungeon Master to recognize that the players don't want to jump through all of his hoops. If they want combat, give it to them. It has not been my experience that DMs are insistent upon what they want at the expense of what the players want. -- That's what I said.Why is it dependent on the DM? Don't players have their own expectations and desires for what excites them in play?
Oy.The bold, particularly "should," is doing a lot of heavy lifting here.
I don't really understand this. There are plenty of concrete tools for navigating exploration and social interaction. What are you saying, exactly? The DM decides to put monsters in front of you, the DM decides to put a difficult task in front of you, the DM decides to put a hostile NPC in front of you... what is it that the DM is deciding that challenges your agency as a player? How exactly are DCs, NPC attitudes, etc, etc, etc, not concrete?This goes back to what @Ovinomancer has described as the core resolution system of D&D: "the GM decides." Combat (and spells in combat and elsewhere) is generally where players have more structure and concrete tools at their disposal to express agency over the state of the fiction.
It's strange. D&D from 3rd edition and earlier seemed to be ok with characters dying from bad decisions like the example you posted, even in standard encounters. In 4e I never saw it happen. In 5e it has only happened at 1st level.It isn't?
Boy, the party mage must be feeling petty good about his decision to charge the crossbow sniper and getting pincushioned.
I've had no problems with making 5e combat pretty dangerous. It DOES (if playing RAW) have more safeguards than prior editions, but incapable of killing PCs? Hardly!