[EDITION WARZ] Selling Out D&D's Soul?

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Hussar said:
If I may ask, how long have you been gaming with the same people?

See, I change groups very frequently as I move a lot. Actually, my current group of two years is about the longest I've played with the same people since elementary school. So, anyone I play with is generally coming from all sorts of different backgrounds. By and large, they couldn't care less about the history of my homebrew world.


I enjoy creating worlds, too. But really, I think we both know that the more the DM knows about the setting, the better that setting breathes. I mean, isn't that one of the strongest selling points of things like WLD and Ptolus?

RC
 

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BroccoliRage said:
Well said Raven. The only point I disagree on is #4. I believe the players should behave like adults, and go with the flow. So should the DM. I don't think you should be GIVEN what you want, you should have to help CREATE what you want.


Please note that #4 deals with fundamental incompatabilities. If the DM cannot give the group what they want, or cannot both do so and have fun himself, he shouldn't DM that group. For example, if you want things handed to you on a plate, you should never pick me as DM.
 

Thurbane said:
In short, I try to make sure the game is fun for myself and the players, without compomising my overall vision.


Actually, our styles sound rather similar (although our overall visions may not be). If you want to be pandered to, you need to seek a different game. If you want the DM to tell you what to do, you need to seek a different game. If you want a lot of options, and a lot of adventure hooks -- some of which it would be very unwise to follow -- with a DM who will not save you from the consequences of your choices, you might have some fun at my table.
 

Reduce / Reuse / Recycle
Reduce the amount of prep-time by Reusing locations and characters and Recycling old plots into new plots (Npcs plotting their lives of course)

I see vast degrees of difference between DMs who prefer Episodic, Continuous, or Freeform campaign styles. Claiming that they have limited prep-time is a legitimate argument to me. Personally, I'd not play in a non-freeform campaign again if I could help it. But I respect others' right to DM however they choose.

How the community and publisher at large prefer to view/present it is another matter.

Why the heck haven't they even presented Freeform Campaigns as an Option!?

At least Paizo put out a couple fairly modular adventures this past month. If only they could figure out how to manage it with the AP too.
 

Raven Crowking said:
I enjoy creating worlds, too. But really, I think we both know that the more the DM knows about the setting, the better that setting breathes. I mean, isn't that one of the strongest selling points of things like WLD and Ptolus?

RC

WLD has pretty much no setting. It's a series of dungeon crawls linked with a theme. Each region is pretty much distinct from eachother, to the point where pulling one of them out of the WLD and running it by itself wouldn't be terribly difficult. There's next to no history for each region. Plugging in nearly any background works.

As a setting, it's not terribly detailed.

Of course, this also assumes that the DM and/or the players actually care about setting. Grounding players in settings is a difficult task at best and frequently players couldn't give a toss about the setting. They want their adventure du jour and get on with it. Most players aren't terribly demanding when it comes to making characters, but, they could also not care less about the 10 year history (never mind 1000 year history) of the kingdom they happen to be in right now that they couldn't probably name on a bet.

I'll be the first one to admit that I'm pretty burned out on high rp immersive gaming. Bugger it, I just want to kill stuff and take their treasure. I recently dropped out of a Shackled City game because the DM wanted to do an immersive game and I had no interest. I've had players drop out of my campaigns for the same reasons.

Setting can matter. But, it doesn't really have to.
 

Crothian said:
It's not the only reason. 3.x has enough problems and I have to imagine Wizards has learned a lot of how to do an OGL type game. Any company that takes itself seriously is going to have money as part of nearly any choose they make. But it is rarely the only reason.

True, I should have written that it was money would likely be the main reason. (as I alluded to later in the post. At the end of the day they are a corporate entity).

-W.
 

P&P said:
Are you saying that your DM regularly creates fresh new campaigns out of whole cloth on the fly? And if so, why?

It's happened more than once, and it's actually one of my favorite methods to use. Sometimes I'll have a general world idea and tell the players that as they're creating characters ("Think: Mad Max + Fern Gully"), but I'm a huge fan of what comes out during improvisation.

The "fluid groups" idea is a good one, but for me it is the simple fact that no one's campaigns are special unique snowflakes, and an extended game of make-believe is not fun to waste my time on. I've found, in my dozen-or-so groups, that more people enjoy narrative-style play where they are the characters in a story that they can influence (I've just plunked groups down in a world before and they don't really pick up on any of the threads dangling around without significant goading). It's something like the improv game where you say a scentence, then pass the stick on to someone else who says a scentence, and so on, making the story up with different people as you go along.

I don't need the setting for any longer or in any more detail than it takes to tell the story. That's simply good writing -- there's no extraneous elements that don't have a reason to be there with regards to what the characters are doing. Once the characters resolve their main conflicts ("stop the empire from spreading," "collect the world-saving mcguffin," "defend the world from the incursion of dark gods," etc.) I can move onto a different world and a different story.

That's actually part of the fun of D&D -- there's so much stuff out there to try, from horror to d20 modern to Conan-style to classic LotR-style to pulp adventure to religious epic to steampunk or cyperpunk fantasy....why would I EVER bother limiting myself to a single campaign world and what it could hold for me? And if I'm not going to use every aspect of the world, what's the point in spending months trying to flesh it out? It doesn't need to be fleshed out, no one cares about the exact number of miles, the names of the taverns are only important if they're important to the characters, and the only NPC's I need to know about are those that will interact with the party.

It's really not worth the effort for me (or many of my DMs) to invest months working on a world that will only get used for a time and then tossed aside.

So it is reduced down to what is needed to have fun in a night. There's characters (being created alongside the campaign world), there's conflict (where do these characters come from? What are their aspirations? What kind of world produced them? What kind of villains do these archetypes fight?), there's theme (We're fighting the drow, so we're going to go with a strong darkness/light theme, here. Vision will be very important, and illumination may save your life, but you should beware of burning to brightly. Spot checks, Listen checks, Concealment, Darkness/Light, Fire and Smoke will all be key game elements.)....all that's left is to get stats for an encounter or four, think of an interesting way to string them together (the drow are planning to summon a dark fiend to blot out the sun; the PC's must either stop them or the sun will be blotted out), and to hook the characters once they're genearted (a half-dead dwarf stumbles out into the elven village with ill news of the world below...).

After this, the world can be fleshed out even more between sessions as you think about the next encounters and themes you want, building them over levels and over time until you reach a climax where a flock of fiends are flying into the sky, and your party, astride the back of a golden dragon (whom you helped out in a quest getting to this point), soars up to slay them before they can close the portal to the Plane of Radience that is your sun.

It's one of my favorite methods to use because it instantly forms an intimate link between the characters and the world when you see what the characters want to accomplish and build that into the world from the ground up. Because storylines are a dime-a-dozen, worlds are a penny-for-six, and Generic Fantasy Names And Titles are the least of your worries, you can tell the story. I don't need to worry about where, say, Gnolls fit in in my world. If none of the players want to be one and they don't occur from the five thousand or so monsters that are in print, I don't need to flesh out their position.

What's the benefit of ditching all this hard work and trying to make up a whole new world as I go along?

What's the benefit on richly detailing six cities if the game is never really going to leave that one? So you can use it later? What's the benefit in staying in the same world, discussing the same Houses, adventuring to the same locales year after year? Sure, it's probably fun for you. But in my decade of gaming with my dozen or so groups, it would have been wasted work for no purpose other than self-amusement, and I've got better things to do with my time than stat up make-believe village mayors that never come into play in the six months or so it takes me to tell a story. :)

That kind of sounded insulting, but let me state that it's obviously not wasted time for you. With more time invested in the world that your players are happy in anyway, you cut out other worlds in favor of going deeper into your own, which makes your players happy because they're familiar with the world and remember their own adventures in it.

But I've lived in three cities in the last decade. I've graduated high school and college and moved to the east coast. I've played with newbies, with experts, with people from high school, with girlfriends, ex-girlfriends, strangers, and crazies. I've come on and gone off hiatus about four times (short hiatuses...:)). No one I'd game with now gives half a rat's tail about the plot of Laurasia to loot the shores of the Dragonlands. No one cares about the great Dwarf Wizard Feltgordin and his plot to splinter the elemental forces. No one remembers Serpontalis and the Thirteenth God which was summoned when one of my PC's accidentally sacrificed a room full of cowering commoners. No one remembers the leather-wearing biker-orcs. I can introduce them again, but, really why would I? I kind of want to do this drow-blotting-out-the-sun thing, now. After all, it suits my current group much better.

My world is not my baby, and my adventures are not precious snowflakes that need to be nurtured. They had their time, I'm done with them, they make good memories, and now I want to make new ones instead of reliving the old ones. I can, of course, poach from the old ones....Laurasia and the Dragonlands may come back into play at some point. But it won't be the exact same place anymore.

RC said:
With KM's pizza analogy, if everyone is chipping in equally, and the pizza comes in a box, then knock yourself out. When I ran WLD, I opened the floodgates. The players loved the idea at first. In the end, though, the players decided they liked the floodgates under control. Having an alternate universe Ghandi, some jedi, a time lord, and an animated Lego man sorcerer in the party just ruined suspension of disbelief for some of them.

I wouldn't want such a pizza. Maybe I'm a bit traditionalist, but I'm going to say "Hey, guys, let's keep this pizza vaguely medieval because we're ordering it from D&D, after all. Save Alternate Universe Ghandi for our comic Superheroes game."

BTW, the problem with "The DM must cater to the players" is that the examples given seem not to be "The DM must take the players into account" (which I wholeheartedly agree with), but rather "The DM must indulge or pander to the players" (which I wholeheartedly disagree with).

No one likes to be indulged or pandered to. They want challenge, they want adventure, they want accomplishment, otherwise they probably wouldn't be playing D&D. But how you give that to them must be how they want it or you're a bad DM because you're not helping the other players of the game have fun. In your case, you state how they're going to get it, and if they like it they come on down. In mine, they state how they want it, and I build the game to hit those points (while at the same time hitting my own). We're both giving the players what they want, we're just doing it in different ways.

For me, because I've gamed with a lot of people who are in as fluid a position as me in life, there's not time to set up an open call for gaming or whatever. People move, school breaks come up, people start or end their education....people aren't going to come when I'm baking cookies if they've never had cookies before, either.

And, because D&D wants to "hook 'em young," and "get new folks playing," this is the position that is going to be addressed the most heavily in the game. The man with the 25 year campaign really doesn't need advice on generating adventures. The guy who can find gamers at the drop of the word "D&D" doesn't need to know what it takes to please a diverse group of newbies and folks-who-are-giving-up-their-drinking-night-to-pretend-to-be-an-elf. But the kid who's heard of the game mentioned and picks up a DMG for the first time and wants to start an afterschool campaign at his house before Christmas Break....*that's* who 3e is (in part) written for. And "Spend four months developing a campaign setting" and "those who want to play will find your game" aren't really good advice for that archetypal demographic.
 

Hussar said:
See, P&P, that right there makes you WAY in the minority of gamers. You've been playing with the same people for twenty years or so. I would hazard a guess that only a very tiny minority of gamers are in the same boat as you. Not that that's a bad thing, I'd love to be able to have a group that lasted half as long. But, I'm thinking that the game has always catered far more to more fluid groups than that.
We-ell, our crew has seen various people come and go, but the core of it has essentially been together since about 1981-82. So count me as part of the "tiny minority", I suppose... :)

And while I sometimes tinker with designing settings (I love drawing maps) just for the hell of it, if I'm designing something I know I'm going to use for a campaign it gets a lot of pre-planning, as I'm designing with the expectation that whatever mistakes I make I'll have to live with for the next 10 years or so. And that "design" includes what areas to leave open for later filling-in. :)

Lanefan
 

Raven Crowking said:
For example, if you want things handed to you on a plate, you should never pick me as DM.
Handed to me on a plate? Hell, no...I expect to be hand-fed with a silver spoon! Does that mean I can pick you as a DM? :)

Lanefan
 

Hussar said:
WLD has pretty much no setting. It's a series of dungeon crawls linked with a theme. Each region is pretty much distinct from eachother, to the point where pulling one of them out of the WLD and running it by itself wouldn't be terribly difficult. There's next to no history for each region. Plugging in nearly any background works.

As a setting, it's not terribly detailed.


As I'm sure you know, I'd fully agree that the WLD isn't well detailed, but it is a setting. Not only does the DM know what's going on in the region he's running, but he knows what's going on in the adjacent regions, allowing for forewhadowing of characters and events. While each location is not well detailed, each encounter is, allowing the DM to extrapolate from the whole to determine the details of a part.

Me, I'd have to do a lot of prep work before I'd run WLD again.

OTOH, I'd rather run/play in WLD than something someone pulled out of their keister in 15 minutes. IME, those "15 minute worlds" are seldom very much fun. (This goes back to the McGame and Homecooked Game analogy from another thread...I think it was Henry's.....You might sometimes like nothing more than a McGame, but it seldom comes anywhere near the Homecooked Game in terms of satisfaction.) BTW, you can run Eberron or WLD as a Homecooked Game, just as you can create something of your own as a McGame. The difference isn't based on setting per se, but rather how much effort is put into it.


RC
 

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