Although, to be fair, what do you consider to be a "dungeon", Hobo? Is a castle, like Castle Ravenloft, a dungeon?
Or does dungeon here simply mean random collection of rooms roughly linked by a very loose and probably very unbelievable story?
More the latter. I say that I don't do dungeons, but that's not
exactly true, it's slightly more accurate to say that I just don't do the paradigm of static, site-based adventures. It's also true that I
rarely do actual dungeons, but on occasion, yeah, I'll have PCs stumble through a castle or temple, or even a cave complex. But it's more about the paradigm of why I'm playing that I don't follow anymore, and to be honest with you, never really did. I think my D&D prodigal son days were severely influenced by the fact that I was disappointed with this (to me) paradigm of pretty pointless playing.
takasi said:
DMing is like obedience training. There are positive rewards for good behavior, like a pet or a treat, and there are negative rewards for bad behavior, like a swat on the nose with a newspaper. Most obedience trainers would not encourage negative rewards.
I disagree with that pretty emphatically. My players are not puppies, needing to be molded, we're all highly creative adults. In fact, my players are, in fact, mostly also all GMs of various games. Running a game is a collaborative process. The GM doesn't call all the shots, and "push" his players towards a certain playstyle, he presents options, and all the players (including the GM) work together to get the game they all want.
In other words, I don't think your analogy represents any
good game I've ever been involved in. It does, however, resemble a number of really
bad games that I've been involved in, and which I happily left behind.
takasi said:
Event based world evolving games are very negative. If you don't do a certain thing by a certain time then the world will change for the worse. I think rat bastard DMs tend to lean towards this style of gaming.
Who cares? It's not the real world. These characters aren't actually the players. Having characters be in a situation that's worse is entertaining. How many good books have you seen where the characters didn't confront problems? How interesting movies have you seen where the characters just went about their routine?
Yeah, bad things happen. That's kinda the whole point of playing in the first place.
takasi said:
Also, a good writer will probably prefer this style. It's easier to make players follow his story, and even though he won't admit it that's a better thing for him because he's a better writer. I think this may also be why many modern day module authors who get far more kudos today through email and message boards prefer to encourage these types of games, to the point of writing an entire group's campaign for them in advance.
That may be true for a subset of GMs out there, but everyone who's said anything about it in
this thread to date has made it quite clear that that doesn't resemble
their games at all.
takasi said:
Site based status quo games are primarily positive. If a player does absolutely nothing, they will not be punished. The world will pretty much be exactly as it was last week, month or year. If they want to live their entire life in an inn, so be it. The only time the world changes is when players do something good. This makes the DM follow their story.
You've set up a false dichotomy in calling this "positive" and in implying that GMs can only follow the story of the players if it's site-based, "sandbox" gaming. You've seen an awful lot of evidence, if you've paid attention to any of it, that that's not true in this thread.
takasi said:
In site based games, DMs have no idea what changes will happen in the world, because it depends on what the players do next. In event based games DMs can say 'I can make story changes even if the players do nothing', and this is exactly how the slippery road to railing begins.
No, no, no, no, no. What are "story" changes? The
environment changes and evolves. NPCs have agendas. They do things. Things happen. That's not the story. The story is the PCs. What do they react to? Which problems do they think are interesting, and which do they decide to let go?
I think it's a bit disingenious to say that's the slippery slope to railroading, that the environment changes. I'd argue that that slope really isn't very slippery at all.
takasi said:
A positive rewarding DM will help build an exciting world that evolves as players take action, not devolves as players take inaction. This is a good theme for medieval fantasy. There are monsters, and life sucks. Only when heroes step up and conquer evil will there be progress. People within the world understand this. But some DMs prefer to offer a dark spiral of death, with dark plots and events in place that threaten a cushy starting point (that honestly, most players really won't care about when they first start playing). I play medieval fantasy because it represents dark times, when evil has won and society has crumbled. Where monsters are real and all hope is lost until heroes emerge.
This already is much more railroady than any game I've ever run. Who said the players have to be heros? Who says that they must confront evil? Who says they have to foster progress? See, in my "event-based" games, I make none of those assumptions. That's all stuff for the PCs to decide. Many, many, times, I've had players not want to follow that predictable, "railroaded" route, and done other things entirely.
You say that the PCs could stay in the inn and not do anything, therefore your game isn't railroady, but honestly... is that true? Have you ever had anyone do that? What kind of game would you have, in that case?
You've created another false dichotomy. You don't
have a game if your players don't engage the site you've got.
takasi said:
I know not everyone plays this style, but I prefer traditional sword and sorcery. Where civilization is ruled by evil and/or ignorant leadership. Where most people live in slavery and/or poverty. Where there are signs everywhere that things were better at one time. Adventurers rise up from the ashes and make a change in the world for the better. There is little to no consequence if you die in battle, because hope was lost long ago. Only the greatest of all can deliver society from evil.
I don't know that heroically deliverying society from evil feels very sword & sorcery to me. That's kinda in opposition to most sword & sorcery.