D&D General Is power creep bad?

Is power creep, particularly in D&D, a bad thing?

  • More power is always better (or why steroids were good for baseball)

    Votes: 3 2.3%
  • Power creep is fun when you also boost the old content

    Votes: 34 26.2%
  • Meh, whatever

    Votes: 23 17.7%
  • I'd rather they stick to a base power level, but its still playable

    Votes: 36 27.7%
  • Sweet Mary, mother of God, why? (or why are there apples and cinnamon in my oatmeal?)

    Votes: 23 17.7%
  • Other, I'll explain.

    Votes: 11 8.5%

Micah Sweet

Level Up & OSR Enthusiast
That's not at all what I get from James. What they don't want to do is be largely passive participants while the world goes past their eyes. Or explore the geology if I'm reading him correctly.
He said that he's tried and failed to make travel interesting for them. To me that implies that he put interesting things in their path and they didn't care.
 

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doctorbadwolf

Heretic of The Seventh Circle
Or not allow teleportation because it is boring and boring is by definition the antithesis of fun.
I've never seen a player bored by teleportation.

But also, boredom and fun are a great example of thesis-antithesis-synthesis. That is, boredom may seem to contradict fun, but in fact you can great much greater satisfaction by letter boredom temper your fun.
 

Zubatcarteira

Now you're infected by the Musical Doodle
And part of the disconnect is that if we are talking about 5e there are, so far as I am aware, precisely three long distance teleportation spells. (I'm not counting e.g. Misty Step as it's short distance).

The first long distance teleportation spell is Teleportation Circle - and the key thing about that spell is that you can only teleport to a circle you have the sigil sequence for. This means that it's great for getting home but not so good for getting to new places. Seeing the scenery on the way out may be interesting, but it's seldom as interesting the second time. And you need to be ninth level to cast it.

The second and third teleportation spells are Teleport and Plane Shift. These are both seventh level spells, and there are only nine levels of spell to worry about. By the time I've been adventuring somewhere for twelve levels I should have a bit of an idea of the local area.
There's also Transport via Plants and Word of Recall at 6th level.
 

James Gasik

We don't talk about Pun-Pun
Supporter
He said that he's tried and failed to make travel interesting for them. To me that implies that he put interesting things in their path and they didn't care.
It's not entirely that didn't care, but they only care about the explicitly interesting things. And I really can only come up with so many of those. Like if I say:

The road has become less of a road and more of a bumpy old ox cart for several miles now as you wind your way through the hilly grasslands beyond the Westwood. Most of this area is still unexplored, after the Dragonwars, when the forces of the Forestmaster, the ancient Green Dragon of the South faced off against men and Fey. The occasional subsistence farmer or small village is all you can expect from here on out, as there are many strange creatures in this region.

(Players start looking antsy)

As you round the bend, you see, on the top of a hill, a dolmen- a circle of ancient standing stones. The true purposes of such monuments is unclear, but Druids often claim them, saying that they tap into powerful energies that flow through the earth, water, and sky, called lee or ley lines.

(Player perks up): Oh yeah? I climb up to get a closer look.

As you crest the hill, you see there are many bones, mostly animal, but some human, strewn about the area. The central, or "altar" stone of the dolmen is cracked, as if hit by immense force. You are struck by a sense of evil...

(Players poke around, skeletons animate, fight occurs.)

(Player): Well that was weird. I wonder what the deal was.

(Other players): No treasure, what a waste of time.

(Me): Perhaps you should ask the locals, or a scholar in the next major city you encounter.

(Players): Eh. Ok, we keep traveling.

A month later, they're talking to an NPC and he describes some ancient ruins he's been looking into, as well as legends of a "Dead Man's Hill" a monument site somewhere.

(Players): .....

(Me): Really? You don't remember anything like this?"

(Player): "Oh yeah, we did fight some skeletons. Yeah Mr. NPC guy, we saw it, it's off this way. Oh go back? Well, we're kind of in the middle of this thing, and it's a long way. Unless you could teleport us there?"
 

Why would they be passive?
Because most of your examples sound pretty passive
Part of the disconnect might be that I do not think it is necessary to make the travel "exciting" necessarily. I want it to be interesting and evocative and immersive and fun. Seeing the ruins of the lost empires
If we're setting out to see the ruins of lost empires then that's the destination, not travel. If you're doing a Tolkien purple prose thing describing them as we travel past then that's passive. If those ruins are between us and where we need to go that's makework because we're trying to go somewhere.

Exploring the ruins of lost empires can be a lot of fun. I've run adventures where that was the goal of the PCs. But the travel and seeing the smaller parts before reaching the actual ruins was either a warm-up adventure or a teaser in which the PCs were largely passive during the travel section.
, passing through lands devistated by war and plague,
"Passing through" is passive, almost by definition.

Lands devastated by war and plague are an excellent setting for an adventure - but the travelling part as opposed to the trying to fix them part is a teaser and while they are passing through they are passive while while they are trying to fix them they are not just passing through.
camping with pilgrims and caravaners,
Sitting round a campfire telling stories? And listening to the pilgrims and caravaners tell stories? If I wanted to listen to storytellers or tell stories I'd go to the local storytelling circle (and I have).
and rushing off the road when the shadow of the wyrm passed over you
In short you're mostly passively there, waiting for the wyrm to go by if it's just a shadow.

I've run two basic variations of this - and in neither variation was it just a shadow. In one it was a giant predator to run from. In the other it was a large predator with a lair that the PCs had the option of hunting rather than sitting there waiting for it fly overhead. (And the last time a DM ran a variation of this one when I was a PC we realised that it was heading away from its lair so went there to hurredly steal as much of its loot as we could and run away and disguise our trail before it got back; once again the interesting part wasn't the travelling.)

Literally all your examples sound extremely passive to me, watching things go past. They stop being passive when you stop traveling. Traveling allows for teasers and allows plot hooks for sidequests. Not everything has to be active. But I'd rather things that are.
 

G

Guest 7034872

Guest
The road has become less of a road and more of a bumpy old ox cart for several miles now as you wind your way through the hilly grasslands beyond the Westwood. Most of this area is still unexplored, after the Dragonwars, when the forces of the Forestmaster, the ancient Green Dragon of the South faced off against men and Fey. The occasional subsistence farmer or small village is all you can expect from here on out, as there are many strange creatures in this region.

(Players start looking antsy)

[...]

(Player): "Oh yeah, we did fight some skeletons. Yeah Mr. NPC guy, we saw it, it's off this way. Oh go back? Well, we're kind of in the middle of this thing, and it's a long way. Unless you could teleport us there?"
^^ Sheesh. I'm with you, James: I would've loved the hooks you gave them there.
 

Reynard

Legend
Because most of your examples sound pretty passive

If we're setting out to see the ruins of lost empires then that's the destination, not travel. If you're doing a Tolkien purple prose thing describing them as we travel past then that's passive. If those ruins are between us and where we need to go that's makework because we're trying to go somewhere.

Exploring the ruins of lost empires can be a lot of fun. I've run adventures where that was the goal of the PCs. But the travel and seeing the smaller parts before reaching the actual ruins was either a warm-up adventure or a teaser in which the PCs were largely passive during the travel section.

"Passing through" is passive, almost by definition.

Lands devastated by war and plague are an excellent setting for an adventure - but the travelling part as opposed to the trying to fix them part is a teaser and while they are passing through they are passive while while they are trying to fix them they are not just passing through.

Sitting round a campfire telling stories? And listening to the pilgrims and caravaners tell stories? If I wanted to listen to storytellers or tell stories I'd go to the local storytelling circle (and I have).

In short you're mostly passively there, waiting for the wyrm to go by if it's just a shadow.

I've run two basic variations of this - and in neither variation was it just a shadow. In one it was a giant predator to run from. In the other it was a large predator with a lair that the PCs had the option of hunting rather than sitting there waiting for it fly overhead. (And the last time a DM ran a variation of this one when I was a PC we realised that it was heading away from its lair so went there to hurredly steal as much of its loot as we could and run away and disguise our trail before it got back; once again the interesting part wasn't the travelling.)

Literally all your examples sound extremely passive to me, watching things go past. They stop being passive when you stop traveling. Traveling allows for teasers and allows plot hooks for sidequests. Not everything has to be active. But I'd rather things that are.
Just because you didn't have to roll for initiative doesn't mean it was passive.
 

Just because you didn't have to roll for initiative doesn't mean it was passive.
Indeed. That's not my standard for passive. You'll note how I compared e.g. robbing the dragon's (actually hydra's in that case) cave after it had passed as an active event to hiding until the dragon flew past as a passive one. We didn't roll initiative for the hydra either because it wasn't there - which was the point.
 


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