payn
Glory to Marik
Hi, I see you have met Lanefan.I'm going to go out on a limb here and say that you're table's a teeny, tiny bit of an outlier though.
Hi, I see you have met Lanefan.I'm going to go out on a limb here and say that you're table's a teeny, tiny bit of an outlier though.
I've never found mysteries all that compelling in RPG form, and particularly in D&D. Too much magic, and as you say the answer is foregone.I'm going to go out on a limb here and say that you're table's a teeny, tiny bit of an outlier though.
Basically, your advice only really works if I play troupe play with high lethality and extended campaigns that last multiple years. Since none of that is true for my table (and I've a sneaking suspicion that it's not true for most tables) I'm not really sure your opinion here is particularly pertinent.
Honestly though, I think there is room for both. Sometimes, it's great to sit back and let the players do their thing. Here's a bunch of options, with the potential for choosing something that isn't on the menu, go to it. And, sometimes it's great to start in medias res, halfway into the action, and hit things at a dead run.
And, it's going to depend a lot on the adventure. Earlier, a mystery was mentioned. Well, think about that for a second. Most of the time, the DM is going to know who did what to whom and where. They have the answer to the mystery and it's up to the players to reveal it. From an adventure design standpoint, there's not a whole lot of freedom to choose here. You're either right or you're wrong. Follow the clues, find the killer, catch the killer.
Now, granted, I know there are games out there that make the answer somewhat nebulous and the DM actually doesn't have the answers at the outset. But, by and large, If Colonel Mustard offed Mr. Green in the Study with the Lead Pipe, well, that's the end point of your story. You follow the clues, catch Colonel Mustard. Or fail to catch him as the case may be. But, in any case, the structure of that adventure is going to be pretty fixed - find the clues (maybe using the 3 clue method), follow the trail of breadcrumbs, climactic ending. Story done.
It's going to depend really heavily on the needs of the adventure really. You can't have an emergent mystery story. Well, actually there are systems where you can, but, in D&D? No. You can't. The DM knows whodunnit before the first player sits down.l
Fair enough. I was simply using the example provided. Mystery can be done. I've run Rats of Waterdeep multiple times. BUt, to be fair, that's a 1st level adventure. Candlekeep Mysteries is actually pretty light on mystery adventures, but, Shemshime's Bedtime Rhyme is actually a pretty good one. And the Book of the Raven can be done as a mystery, although it does need a bit of rejiggering to do that.I've never found mysteries all that compelling in RPG form, and particularly in D&D. Too much magic, and as you say the answer is foregone.
Mysteries are not only possible in RPG form, they are a lot of fun. Just because folks think the solution is known, thus scripted, everything along the way is not.Fair enough. I was simply using the example provided. Mystery can be done. I've run Rats of Waterdeep multiple times. BUt, to be fair, that's a 1st level adventure. Candlekeep Mysteries is actually pretty light on mystery adventures, but, Shemshime's Bedtime Rhyme is actually a pretty good one. And the Book of the Raven can be done as a mystery, although it does need a bit of rejiggering to do that.
But, the point being, if someone were to run a mystery adventure, it's likely that the story is fairly locked in. Granted the details may change, but, overall? That adventure is likely to play out pretty similarly each time.
Agreed. That's kinda my point about story in an RPG. Just because you know the beginning point and have a pretty good idea of the end point, doesn't mean that the game is now a lockstep railroad where no player choices matter. You can have most of the story already there, and still have quite a lot of player freedom.Mysteries are not only possible in RPG form, they are a lot of fun. Just because folks think the solution is known, thus scripted, everything along the way is not.
But, the point being, if someone were to run a mystery adventure, it's likely that the story is fairly locked in. Granted the details may change, but, overall? That adventure is likely to play out pretty similarly each time.
You can't have an emergent mystery in terms of who is truly guilty.And, it's going to depend a lot on the adventure. Earlier, a mystery was mentioned. Well, think about that for a second. Most of the time, the DM is going to know who did what to whom and where. They have the answer to the mystery and it's up to the players to reveal it. From an adventure design standpoint, there's not a whole lot of freedom to choose here. You're either right or you're wrong. Follow the clues, find the killer, catch the killer.
Now, granted, I know there are games out there that make the answer somewhat nebulous and the DM actually doesn't have the answers at the outset. But, by and large, If Colonel Mustard offed Mr. Green in the Study with the Lead Pipe, well, that's the end point of your story. You follow the clues, catch Colonel Mustard. Or fail to catch him as the case may be. But, in any case, the structure of that adventure is going to be pretty fixed - find the clues (maybe using the 3 clue method), follow the trail of breadcrumbs, climactic ending. Story done.
It's going to depend really heavily on the needs of the adventure really. You can't have an emergent mystery story. Well, actually there are systems where you can, but, in D&D? No. You can't. The DM knows whodunnit before the first player sits down.l
The is exactly what I aim for when playing or running a game. It's also why I favor shorter campaigns where it's easier to tell that story. As a GM, I tend to set things up knowing what the bad guys will do assuming the PCs don't intervene in some manner. How the PCs handle the situation is entirely up to them though.If I'm going to make and play a character in a game whose role I am to playout, I do want more structure than purely emergent story. I kind of want goals, motivations, supporting cast, and a measure of narrative control so that I can actually be a participant in the storytelling.
I'm kind of picturing you swinging in on a vine, taking my girl, climbing some scaffolding, pounding your chest, and throwing barrels at me as I try to rescue my girl.Chest pounding? Sorry, was there something in my tone that made it sound like I was pounding on my chest?
Now, all this aside, what you seem to be describing - a campaign where the DM creates the setting, plonks down some potential conflict points and then sits back and lets the players take the driver's wheel - sounds an awful lot like an MMO to me. How is that not simply World of Warcraft or Eve Online? A game with no plot, no story except what the players choose to do.
Being a good storyteller is still vitally important in games using either of the techniques I described above. In particular, ideally those points of conflict the DM is dropping into the setting are interesting, and designed in such a way that they'd be fun elements if included in a range of potential stories, whether they're engaged with by the PCs or not. For example, it takes good storytelling skills to craft a regional villain who would be a fun antagonist if opposed, a good rival/foil if tolerated, a complex ally if coopted, a memorable encounter if interacted with, and an enriching lore/setting element if never met.I believe that being a good story teller is one of the biggest skills a DM should cultivate. I'm not there to wander aimlessly from place to place trying to drum up something of interest. I want you to have a strong story in mind and drive the action of the campaign. I have no problems with that. Mostly because my experience with DM's who want to let the player's drive results in campaigns that stutter to a halt as no one can figure out what to do. The dreaded "rowboat" campaign where you'Re in the middle of an ocean and every direction is equal because there's nothing really going on.
So it sounds like you prefer to make tactical choices about how to accomplish your character's goals rather than strategic choices among your character's competing priorities. Cool! The types of games you prefer are well-suited to that. For players who prefer a mix, or outright prefer the strategic side, a DM-driven story where it's their job to get the characters to the action isn't going to be able to provide what they're looking for, since it (almost by definition) can't be open-ended enough.I have no interest in driving your campaign. It's your campaign. I'd much prefer the DM have a strong vision for what the game is going to be about and not have to spend hour after hour (which can happen) of players faffing about trying to figure out something to do. There's a reason I don't play MMO's. I find them boring and tedious. Get me to the action. Get me to the drama. I'll provide the script after we get there, don't you worry. But, it's up to the DM to get the ball rolling and keep that ball rolling.
In my personal opinion, the best mysteries in RPGs don't end with figuring out "who"... they're instead just getting started! Longer-term, the more interesting questions are "why" and sometimes "how" and, ultimately, "even once you get those answers, what are you going to do about it?"Earlier, a mystery was mentioned. Well, think about that for a second. Most of the time, the DM is going to know who did what to whom and where. They have the answer to the mystery and it's up to the players to reveal it. From an adventure design standpoint, there's not a whole lot of freedom to choose here. You're either right or you're wrong. Follow the clues, find the killer, catch the killer.
I disagree. In my example mystery above, it's easy (and arguably inevitable!) to have an emergent story that arises from the decisions of the players even though the DM knows all the factual answers beforehand.You can't have an emergent mystery story. Well, actually there are systems where you can, but, in D&D? No. You can't. The DM knows whodunnit before the first player sits down.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.