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
*Pathfinder & Starfinder
Doing it wrong Part 1: Taking the dragon out of the dungeon
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: 6062223" data-attributes="member: 42582"><p>I'm not sure whose position you are opposing yourself to, but your account of story in RPGs seems a bit limited to me.</p><p></p><p>There is a style of RPGing called "story now" or "narrativism" that has nothing to do with a story being planned, or with the GM telling his girlfriend in advance and then thwarting player agency. It has some resemblance to your "going to a new area and talking to the locals" and "spending 3 sessions in a high society party". But the difference from (say) a lot of 2nd ed era modules that have that sort of stuff in them is that the GM designs the locals, and the parties, deliberately to trigger the thematic concerns that the players have built into their PCs. So rather than the main emphasis being on <em>exploring</em> and (vicariously) <em>experiencing</em> the gameworld, the emphasis is on <em>generating thematically engaging story via play</em>.</p><p></p><p>This is moderately hard to do in AD&D, because the only class that really bring much pre-packaged theme with it is the thief, but the only time the thief really gets to express that thematic material is in a party of other thieves! (Hence, in my view, the distinctive character of the "all thieves" AD&D campaign. Monks, druids and paladins have the <em>promise</em> of similar thematic heft, but at least in my experience the game doesn't really have the resources to let their thematic elements emerge.) The first AD&D book to try to get thematic material spread throughout the classes, <em>and</em> throughout the monsters that the GM will be using to build situations, is Oriental Adventures. (Though it also has mechanics, like its Honour system, that are an obstacle to "story now" because they try to constrain rather than facilitate player agency.)</p><p></p><p>4e in many ways resembles Oriental Adventures in its thematic laden-ness of both PCs and NPCs/monsters, but without so many of the mechanical obstacles.</p><p></p><p>My own view on this is that narrativist play is not all that popular among many RPGers.</p><p></p><p>I take it for granted that most players aren't very interested in a railroad game <em>unless</em> the railroaded plot is very much a backdrop for the real action of play (this is my sense of how the typical adventure path plays out).</p><p></p><p>But it also seems to me - and personally this is a bit more surprising - that many players don't like a game in which non-railroaded story is front and centre. Getting story front-and-centre requires the players to deliberately build their PCs to be thematically interesting, <em>and</em> requires the GM to deliberately frame scenes/situations in such a way as to push on those thematic pressure points, thereby triggering the emergence of story. You won't get this without fairly self-conscious metagaming by the players at the PC-build stage, and by the GM at the encounter design stage, and that sort of metagaming seems to be disliked by many RPGers.</p><p></p><p>My best understanding of Ron Edwards view of the situation is that RPGers scepticism about story arose from bad experiences with railroading and metaplot, and that once games were designed that reliably delivered story without railroading, via the techniques I've described, then those RPGs, and perhaps RPGs more generally, would grow in popularity. And my own tentative view, informed in part by the backlash against 4e, is that Edwards was wrong - at least among the existing RPGing base, there is a very strong hostility not just to railroading (which is entirely warranted), but to the metagame-heavy techniques that are the only known way (to date, ast least) for an RPG to reliably deliver story without railroad.</p><p></p><p>The Forge used to talk about "simulationism by habit", but to me it seems more like "simulationism by very strong desire".</p><p></p><p>To tie this back to dungeon crawls: one thing a dungeon crawl can achieve is some of the same results as "story now" play - a degree of pacing, some sort of narrative escalation in the stakes, etc - without the need for overt metagaming in encounter design. Instead the metagame techniques are concealed behind the ingame contrivance of "the dungeon".</p></blockquote><p></p>
[QUOTE="pemerton, post: 6062223, member: 42582"] I'm not sure whose position you are opposing yourself to, but your account of story in RPGs seems a bit limited to me. There is a style of RPGing called "story now" or "narrativism" that has nothing to do with a story being planned, or with the GM telling his girlfriend in advance and then thwarting player agency. It has some resemblance to your "going to a new area and talking to the locals" and "spending 3 sessions in a high society party". But the difference from (say) a lot of 2nd ed era modules that have that sort of stuff in them is that the GM designs the locals, and the parties, deliberately to trigger the thematic concerns that the players have built into their PCs. So rather than the main emphasis being on [I]exploring[/I] and (vicariously) [I]experiencing[/I] the gameworld, the emphasis is on [I]generating thematically engaging story via play[/I]. This is moderately hard to do in AD&D, because the only class that really bring much pre-packaged theme with it is the thief, but the only time the thief really gets to express that thematic material is in a party of other thieves! (Hence, in my view, the distinctive character of the "all thieves" AD&D campaign. Monks, druids and paladins have the [I]promise[/I] of similar thematic heft, but at least in my experience the game doesn't really have the resources to let their thematic elements emerge.) The first AD&D book to try to get thematic material spread throughout the classes, [I]and[/I] throughout the monsters that the GM will be using to build situations, is Oriental Adventures. (Though it also has mechanics, like its Honour system, that are an obstacle to "story now" because they try to constrain rather than facilitate player agency.) 4e in many ways resembles Oriental Adventures in its thematic laden-ness of both PCs and NPCs/monsters, but without so many of the mechanical obstacles. My own view on this is that narrativist play is not all that popular among many RPGers. I take it for granted that most players aren't very interested in a railroad game [I]unless[/I] the railroaded plot is very much a backdrop for the real action of play (this is my sense of how the typical adventure path plays out). But it also seems to me - and personally this is a bit more surprising - that many players don't like a game in which non-railroaded story is front and centre. Getting story front-and-centre requires the players to deliberately build their PCs to be thematically interesting, [I]and[/I] requires the GM to deliberately frame scenes/situations in such a way as to push on those thematic pressure points, thereby triggering the emergence of story. You won't get this without fairly self-conscious metagaming by the players at the PC-build stage, and by the GM at the encounter design stage, and that sort of metagaming seems to be disliked by many RPGers. My best understanding of Ron Edwards view of the situation is that RPGers scepticism about story arose from bad experiences with railroading and metaplot, and that once games were designed that reliably delivered story without railroading, via the techniques I've described, then those RPGs, and perhaps RPGs more generally, would grow in popularity. And my own tentative view, informed in part by the backlash against 4e, is that Edwards was wrong - at least among the existing RPGing base, there is a very strong hostility not just to railroading (which is entirely warranted), but to the metagame-heavy techniques that are the only known way (to date, ast least) for an RPG to reliably deliver story without railroad. The Forge used to talk about "simulationism by habit", but to me it seems more like "simulationism by very strong desire". To tie this back to dungeon crawls: one thing a dungeon crawl can achieve is some of the same results as "story now" play - a degree of pacing, some sort of narrative escalation in the stakes, etc - without the need for overt metagaming in encounter design. Instead the metagame techniques are concealed behind the ingame contrivance of "the dungeon". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Doing it wrong Part 1: Taking the dragon out of the dungeon
Top