HEY! Spoiler tag please.Are you telling me it’s not a good idea to climb into the mouths of devil faces? But there’s probably treasure in there.
But yes, there's definitely treasure in there. Hop right in!
HEY! Spoiler tag please.Are you telling me it’s not a good idea to climb into the mouths of devil faces? But there’s probably treasure in there.
Well Tomb of Horrors as a tournament module isn't representative of real play.I remember it Being A Thing in the D&D of the early to mid 80s to come up with the most fiendish possible deathtraps and such in order to teach those dirty players a lesson. I mean, Tomb of Horrors flat-out dispensed with a lot of saving throws and just outright killed characters who entered certain apertures or touched certain objects. Fortunately, those days have passed.
And Champions.
I’ve never understood the hostility towards the term story.
Story needs three things - character, setting and plot.
Now whether these things exist in random tables or the DM’s notes or are created during play, it doesn’t really matter. All rpgs have story. The second you drop a plot hook, you have story. Even if the story doesn’t go anywhere, it’s still a story.
I’m often baffled why people think that story=completed narrative. It doesn’t.
The opposite of story is not sandbox. The opposite of sandbox is linear.
Well Tomb of Horrors as a tournament module isn't representative of real play.
But I do think that TSR D&D and WotC D&D are fundamentally different games. TSR D&D has players exploring the world with their described actions outside of combat because by and large the rules for such things either don't exist or are inadequate. WotC D&D in defining better rules for exploration, social interaction, trap finding, etc has pushed those experiences away from a described resolution and onto a dice resolution where the details of the effort are redundant and so mostly unsaid. It's a shame IMO.
Well I bought it off the shelf at B. Dalton, and never played in an RPG tournament of any kind. So they put it out there for "real play" (whatever that is).Well Tomb of Horrors as a tournament module isn't representative of real play.
Aye, there's a world of difference between "I search under the bunk bed, the mattress, and behind the tapestry" and "I roll find—I got a 17".But I do think that TSR D&D and WotC D&D are fundamentally different games. TSR D&D has players exploring the world with their described actions outside of combat because by and large the rules for such things either don't exist or are inadequate. WotC D&D in defining better rules for exploration, social interaction, trap finding, etc has pushed those experiences away from a described resolution and onto a dice resolution where the details of the effort are redundant and so mostly unsaid. It's a shame IMO.
Well I bought it off the shelf at B. Dalton, and never played in an RPG tournament of any kind. So they put it out there for "real play" (whatever that is).
Well Tomb of Horrors as a tournament module isn't representative of real play.
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Yeah, this is one reason why terms like "emergent story" or even "story now" developed. They were reactions against pre-authored TTRPG stories. And various mechanics and tools within both OSR and story game circles were developed (or utilized) to resist pre-authored or imposed stories: e.g., random tables, non-linear dungeons, sandboxes, player-authority over the fiction, meta-currencies, etc.I can tell you why. Because a fair number of GMs and no small number of designers have used "story" as a more complimentary version of "railroad." For many people that's effectively poisoned the well for any other use of it in an RPG context.
To quote myself from another thread, I think that an RPG is that which has at leastYeah, this is one reason why terms like "emergent story" or even "story now" developed. They were reactions against pre-authored TTRPG stories. And various mechanics and tools within both OSR and story game circles were developed (or utilized) to resist pre-authored or imposed stories: e.g., random tables, non-linear dungeons, sandboxes, player-authority over the fiction, meta-currencies, etc.
I don't think that pre-authored stories are inherently bad. My partner prefers video games with story, and they like adventure paths. That's their preference. There is definitely a place for them. However, I also understand how "story" became anathema as a term in various TTRPG communities, and I am definitely sympathetic to their own roleplaying preferences. I have a certain threshold for tolerating railroading in adventure paths, because I understand, for example, that the GM is running an AP and working within that limitation. Some people make APs less linear, but I don't expect every GM to make such adjustments. I am less tolerant, however, when I catch a whiff of the GM is trying to impose their story or railroad player choices/outcomes and they aren't running an AP.