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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Character play vs Player play
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="pemerton" data-source="post: 6456615" data-attributes="member: 42582"><p>I agree that this is almost certainly true.</p><p></p><p>Given the limited evidence we have, I think these sorts of conjectures are trickier.</p><p></p><p>My sense, given the player's complaint that triggered the OP, plus other posts in this and other threads, is that the challenge element isn't at the heart of [MENTION=15142]Maj[/MENTION]oruOakheart's game. (Eg as best I recall, but perhaps I'm wrong, he favours the use of GM force/fudging to avoid a TPK.) I think "the experience" is at the heart of the game - turning up, playing your character within the broad world and plot confines that the GM dictates, and experiencing whatever it is that the GM serves up. This will require overcoming some challenges, but my sense is that the experience is more important than the overcoming.</p><p></p><p>This is my guess as to why the player in the OP didn't like the food-critic scenario - because it is a long way from the D&D experience of exploring places, beating up monsters, and finding out how many hit points you lose in the process (which isn't ultimately about <em>challenge</em> if the GM will manipulate ingame events to make sure that you never all drop below zero all at once).</p><p></p><p>To me, it seems like a very mainsteam mid-to-late-80s through 90s style of play, that I think was especially mainstream during the 2nd ed AD&D era.</p><p></p><p>Because I use a lot of modules, I have views on what makes for a good one. A good module presents interesting situations (in D&D this means interesting locations and antagonists that are both thematically and mechanically interesting). And it should be reasonably easy to strip these situations off the module-writer's chassis (which almost inevitably will assume some sort of plot sequence) and re-arrange or re-deploy them as makes sense for the game actually being played.</p><p></p><p>A module that I think is pretty good for this is OA7 Test of the Samurai. Another is B10 Night's Dark Terror. A module that I think is not very good for this is Dead Gods. Another is Expedition to the Demonweb Pits.</p><p></p><p>More traditional (early AD&D) dungeon modules can be OK for this provided it is feasible to turn them from an exploration focus to a more pithy encounter focus. I think I achieved this with G2 in my 4e game. I don't think G1 and G3 would lend themselves to it in the same way, though, as they have too much traditional dungeon-crawling/cleansing in their lower levels.</p><p></p><p>Used in this way I don't think that modules have to be the RPG equivaent of microwave dinners.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6456615, member: 42582"] I agree that this is almost certainly true. Given the limited evidence we have, I think these sorts of conjectures are trickier. My sense, given the player's complaint that triggered the OP, plus other posts in this and other threads, is that the challenge element isn't at the heart of [MENTION=15142]Maj[/MENTION]oruOakheart's game. (Eg as best I recall, but perhaps I'm wrong, he favours the use of GM force/fudging to avoid a TPK.) I think "the experience" is at the heart of the game - turning up, playing your character within the broad world and plot confines that the GM dictates, and experiencing whatever it is that the GM serves up. This will require overcoming some challenges, but my sense is that the experience is more important than the overcoming. This is my guess as to why the player in the OP didn't like the food-critic scenario - because it is a long way from the D&D experience of exploring places, beating up monsters, and finding out how many hit points you lose in the process (which isn't ultimately about [I]challenge[/I] if the GM will manipulate ingame events to make sure that you never all drop below zero all at once). To me, it seems like a very mainsteam mid-to-late-80s through 90s style of play, that I think was especially mainstream during the 2nd ed AD&D era. Because I use a lot of modules, I have views on what makes for a good one. A good module presents interesting situations (in D&D this means interesting locations and antagonists that are both thematically and mechanically interesting). And it should be reasonably easy to strip these situations off the module-writer's chassis (which almost inevitably will assume some sort of plot sequence) and re-arrange or re-deploy them as makes sense for the game actually being played. A module that I think is pretty good for this is OA7 Test of the Samurai. Another is B10 Night's Dark Terror. A module that I think is not very good for this is Dead Gods. Another is Expedition to the Demonweb Pits. More traditional (early AD&D) dungeon modules can be OK for this provided it is feasible to turn them from an exploration focus to a more pithy encounter focus. I think I achieved this with G2 in my 4e game. I don't think G1 and G3 would lend themselves to it in the same way, though, as they have too much traditional dungeon-crawling/cleansing in their lower levels. Used in this way I don't think that modules have to be the RPG equivaent of microwave dinners. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Character play vs Player play
Top