Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Manbearcat" data-source="post: 8600367" data-attributes="member: 6696971"><p>A post to try to give people something to engage with that hews to the lead post:</p><p></p><p><strong>Some Scholar's Guide quotes and my take on what they mean:</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>In quote 1 and 3 above, Luke and Thor lay out the players orientation to play and the character's orientation to their existence. "Excel" and "exploring your character" is clearly oriented to Narrativism and the constituent pieces of the game's engine + the integrated whole + the GM's role in quote 2 (you're playing the antagonism that directly challenges the survive/excel/prosper in quote 1). </p><p></p><p>At the very least, the orientation of "excel" + "exploring your character" + GM role to play the antagonism to the player's "excel" and "exploring your character" + game engine/reward cycles that facilitate orients play toward a Narrativism bent.</p><p></p><p><strong>On Adventure 1:</strong></p><p></p><p>So we don't have anything directly akin to Dogs in the Vineyards' backstory/initiation scene (where players author the kicker and we find out who they are in relation to it), but we do have character building that does all of the other stuff that Dogs does. And then, just like in Dogs, the GM creates a Town that opposes all the stuff that the players have evinced as important to their characters (and addresses the game's fundamental premise). </p><p></p><p>So my way of looking at Adventure 1 and Dogs Town 1 is that they aren't particularly different. You're getting play started by cutting right to the action. But that cutting to the action isn't disconnected from what I've quote above. The players have flagged what is important to them in PC build and you're building Adventure 1 with this in mind. I don't think its remotely a must to use Luke/Thor's prefabbed Adventure for Adventure 1. I would say that advice is overwhelmingly intended for 1st time GMs/players to the game. Making your own Map/Adventure becomes rote once you've got your feet under you.</p><p></p><p>Then, just like Dogs' Town 2/3/4 (etc), Adventure 2/3/4 will be an outgrowth of accreting fictional parameters + premise + evinced PC build stuff that you're supposed to test (including/especially that excel stuff that will be entail Belief and Relationships embedded in PC build).</p><p></p><p><strong>My final thought on this is as I've said prior about the impact of/orientation to Prep in TB:</strong></p><p></p><p>Adventure design instruction/procedures in Torchbearer is extremely robust. Once you understand each part, each part's importance, the ethos (themed adventure site + consideration for Camp sites + multiple points of ingress/egress and multiple solutions to each situation/obstacle leading to a dynamic Adventure milieu) and how it all fits together, running Adventures on the fly, again, becomes rote for Short and Medium Adventures (again, I can never imagine Long Adventures of 20+ Obstacles EVER being a thing without fairly laborious prep...but my games have seen Long Adventures as the serious, serious exception).</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8600367, member: 6696971"] A post to try to give people something to engage with that hews to the lead post: [B]Some Scholar's Guide quotes and my take on what they mean:[/B] In quote 1 and 3 above, Luke and Thor lay out the players orientation to play and the character's orientation to their existence. "Excel" and "exploring your character" is clearly oriented to Narrativism and the constituent pieces of the game's engine + the integrated whole + the GM's role in quote 2 (you're playing the antagonism that directly challenges the survive/excel/prosper in quote 1). At the very least, the orientation of "excel" + "exploring your character" + GM role to play the antagonism to the player's "excel" and "exploring your character" + game engine/reward cycles that facilitate orients play toward a Narrativism bent. [B]On Adventure 1:[/B] So we don't have anything directly akin to Dogs in the Vineyards' backstory/initiation scene (where players author the kicker and we find out who they are in relation to it), but we do have character building that does all of the other stuff that Dogs does. And then, just like in Dogs, the GM creates a Town that opposes all the stuff that the players have evinced as important to their characters (and addresses the game's fundamental premise). So my way of looking at Adventure 1 and Dogs Town 1 is that they aren't particularly different. You're getting play started by cutting right to the action. But that cutting to the action isn't disconnected from what I've quote above. The players have flagged what is important to them in PC build and you're building Adventure 1 with this in mind. I don't think its remotely a must to use Luke/Thor's prefabbed Adventure for Adventure 1. I would say that advice is overwhelmingly intended for 1st time GMs/players to the game. Making your own Map/Adventure becomes rote once you've got your feet under you. Then, just like Dogs' Town 2/3/4 (etc), Adventure 2/3/4 will be an outgrowth of accreting fictional parameters + premise + evinced PC build stuff that you're supposed to test (including/especially that excel stuff that will be entail Belief and Relationships embedded in PC build). [B]My final thought on this is as I've said prior about the impact of/orientation to Prep in TB:[/B] Adventure design instruction/procedures in Torchbearer is extremely robust. Once you understand each part, each part's importance, the ethos (themed adventure site + consideration for Camp sites + multiple points of ingress/egress and multiple solutions to each situation/obstacle leading to a dynamic Adventure milieu) and how it all fits together, running Adventures on the fly, again, becomes rote for Short and Medium Adventures (again, I can never imagine Long Adventures of 20+ Obstacles EVER being a thing without fairly laborious prep...but my games have seen Long Adventures as the serious, serious exception). Thoughts? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
At the Intersection of Skilled Play, System Intricacy, Prep, and Story Now
Top