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General Tabletop Discussion
*TTRPGs General
A different model of adventure writing?
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<blockquote data-quote="Walter_J" data-source="post: 56268" data-attributes="member: 2938"><p>I have been playing, game mastering and preparing material for a multitude of RPG's, including every edition of D&D, for over twenty years. For close to two years I've been conducting research into the topics being discussed in this thread and numerous other RPG related topics. Those participating in this thread have hit upon a large and difficult issue.</p><p></p><p>The issue is difficult to resolve because what we want out of our adventures and published products IS what often causes the problem. We want the sense of story; climactic action, villains, a living setting that allows the players to feel they are part of something and one that they can have a definite impact on, although goes on without them, etc...</p><p></p><p>As many of you have pointed out a "strong plot" or linear adventure/product more often then not forces the players to either play the way the module says or go home. There is rarely information provided for the GM when the players "don't do this or that." Add in events and you may gain some sense of participation, but not much more then a "pick a path" to adventure book offers and, as some of you have pointed out, the game can begin to feel too contrived. On the other side of the coin, an open "dungeon" style game can often get a little dull if the adventure boils down to the only sense of accomplishment being kill the monster and grab the treasure. That style of play can be fun, lots of fun, but that takes this way off topic.</p><p></p><p>I am currently working on a series of products with a publishing company that I (and many others) believe will provide an awesome resolution to this issue and numerous others. I can't say much more until the public announcements are made, which will be real soon, although I am finding it very difficult to contain myself here. The announcements will be coming soon, so keep a look out. I'll also be opening up a web-site that provides more information and a place to discuss what will be going on. More on that later too.</p><p></p><p>The other part of this post refers to a few comments regarding 1E adventures as being "mindless hack and slash" or something to that effect. I can say with all objectiveness that this really isn't true. I own and have played/GM'd almost every 1E adventure published, including basic, expert, etc... and, really, they provide lots of plot and an excellent opportunity for creating stories. In fact, the only way I think that the "hack and slash" idea is true is if people played them that way, and there's nothing wrong with that. This might be a good topic to discuss further.</p></blockquote><p></p>
[QUOTE="Walter_J, post: 56268, member: 2938"] I have been playing, game mastering and preparing material for a multitude of RPG's, including every edition of D&D, for over twenty years. For close to two years I've been conducting research into the topics being discussed in this thread and numerous other RPG related topics. Those participating in this thread have hit upon a large and difficult issue. The issue is difficult to resolve because what we want out of our adventures and published products IS what often causes the problem. We want the sense of story; climactic action, villains, a living setting that allows the players to feel they are part of something and one that they can have a definite impact on, although goes on without them, etc... As many of you have pointed out a "strong plot" or linear adventure/product more often then not forces the players to either play the way the module says or go home. There is rarely information provided for the GM when the players "don't do this or that." Add in events and you may gain some sense of participation, but not much more then a "pick a path" to adventure book offers and, as some of you have pointed out, the game can begin to feel too contrived. On the other side of the coin, an open "dungeon" style game can often get a little dull if the adventure boils down to the only sense of accomplishment being kill the monster and grab the treasure. That style of play can be fun, lots of fun, but that takes this way off topic. I am currently working on a series of products with a publishing company that I (and many others) believe will provide an awesome resolution to this issue and numerous others. I can't say much more until the public announcements are made, which will be real soon, although I am finding it very difficult to contain myself here. The announcements will be coming soon, so keep a look out. I'll also be opening up a web-site that provides more information and a place to discuss what will be going on. More on that later too. The other part of this post refers to a few comments regarding 1E adventures as being "mindless hack and slash" or something to that effect. I can say with all objectiveness that this really isn't true. I own and have played/GM'd almost every 1E adventure published, including basic, expert, etc... and, really, they provide lots of plot and an excellent opportunity for creating stories. In fact, the only way I think that the "hack and slash" idea is true is if people played them that way, and there's nothing wrong with that. This might be a good topic to discuss further. [/QUOTE]
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