Expanding D&D adventures past mere combat

MerricB

Eternal Optimist
Supporter
This is an offshoot of the Who are Howard and Leiber? thread, but is worth being in its own thread, I think.

Game design feeds back on itself. As I mentioned in the previous thread, video games have been greatly influenced the conventions of D&D! From the early days of D&D, it was essential for PCs to get the biggest magic weapon they could find, just because of things like golems and demons that couldn't be hurt otherwise!

And I'd say that D&D has indeed been influenced back - the slot form of magic items is a convenient way of representing it in computer games, but as with all good game design, it has been adapted back to D&D because it works.

Design moves both ways.

Are computer games as legitimate an influence on D&D as novels? I'd say so. I do think there's a large chasm between playing a computer game and playing D&D, but I also believe that there's a large chasm between reading a novel and playing D&D.

I don't see the magical item aspect as being overly troubling in of itself. Although it isn't directly presented in that form in most books I know, high levels of magic *are*, and it's just a logical progression from that.

What it is more of an aspect of is the "let's kill everything and have the best PCs for doing that" mentality. When you come down to it, magic items are primarily useful in combat. When the game focuses on that, of course magic items rise in importance.

Not that I think there's anything wrong with that style of play! It's a particularly good one for younger people, just as games like chess are. They hone strategical and tactical thinking, which are useful abilities. Is it video-gamey? Not quite: it's gamey! It's the playing of a game - without too many of the added elements that make D&D more than that.

One of my contentions is that we need to think about what are the elements that go into a good non-combat-based game. We need to explain how to construct adventures that bring the game out of being merely one combat after another.

I can see in the published Eberron adventures the attempt to introduce intrigue into the mix. I've run all of them, and I can now see how woefully it was done. Whispers of the Vampire's Blade is probably the poster child for this - although they all have big problems. WotVB does at least have big set pieces that aren't all about combat - there is investigation and roleplaying to be done. This is great.

WotVB is closest in form to a James Bond adventure. Where it fails is that at no time do the PCs ever get to know what's going on! Thus, the adventure devolves into a set of chases and combats without ever getting the real pay-off of fitting the jigsaw together. Indeed, they never get to address the real cause of the problem - there's a lot of background information that the DM knows, but the PCs never will. I think that's a huge flaw.

I'm sure others can think of more elements that can be added to take D&D away from merely being killing monsters - and that many of you do it all the time. (I may find the DMG2, which I'm still waiting on - stupid, incompetent Wizards Australia! - covers this, though I'd be somewhat surprised).

Cheers!
 

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I think there is one particular ingrediant in novels, computer games, and D&D that draws people into themselves, thus creating that all important suspension of disbelief--drama.

Drama, according to Webster:

a state, situation, or series of events involving interesting or intense conflict of forces

These conflicts or forces do not necessarily have to be physical. It usually requires a great story to create really great drama.
 
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I think the problem is the perspective from which adventures are created.

Currently, D&D adventures are written as a story. The audience of that story is the DM.
There's some background for the DM. A number of set scenes. The DM really is the one who knows everything that is going on. He gets to read all the text, and he gets to integrate characters into that story (like the PCs) in interesting ways.

But an adventure isn't meant to be a story for a DM. It's meant to be a way of telling a story to the players. Rather than just an adventure background section for the DM, perhaps there should be a Player Revelations section that describes how the players discover the information in the background section, what information they don't discover, and how this information might fit together to lead them toward their goal.

The flow chart idea for story-based games is interesting, but it's kind of a push the PCs here or there model. It doesn't deal with the necessary jigsaw pieces behind a mystery scenario very well. There are graphical models for logical implication, but they're kind of arcane... and maybe not useful to a wide audience.
 

the newest boxed Basic Game set had a scene which is a good example of how to get someone to roleplay.

but it requires both the referee and the player(s) to pickup on it.

a mirror. a beautiful woman in the mirror. so obviously it is magical. no explanation of the magic.

she asks for assistance.

so if the players are all about taking the magic and selling it well... they are rich and the adventure is over.

if they are about finding out the clue to go to the next magic item or challenge then again it is a brief exchange.

but if they are truly into roleplaying out the situation. they ask for her story... which the referee has to embellish. they feed off that and ask for more or add more or come back later for more... it becomes a shared experience.
 

diaglo said:
a mirror. a beautiful woman in the mirror. so obviously it is magical. no explanation of the magic.

she asks for assistance.

so if the players are all about taking the magic and selling it well... they are rich and the adventure is over.

This reminds me of that princess frog joke...

A guy is walking around and this frog leaps up to him and says, "Hey, kiss me! If you kiss me I'll turn back into a princess!"
They guy goes, "Hmmmm..." Picks up the frog and puts it in his pocket.
A minute later the frog yells at him, "What's the deal? Look, just kiss me and I'll turn into a princess! I'm beautiful! I'll be indebted to you forever for saving me!"
The guy pulls the frog out. Looks it over and then plops it back in his pocket.
The frog gets really angry. "What is wrong with you?!?! What do you want me to do? I'll marry you! Anything! Please!"
The guy pulls out the frog and says, "Look, I'm an engineer. I don't need a wife. But a talking frog? That's pretty cool."

What kind of players just pick up the mirror and go, "Hey, look! There's a beautiful woman in this mirror... Cool! That'll come in handy for bribing some poor lonely guy." :lol:
 

diaglo said:
but if they are truly into roleplaying out the situation. they ask for her story...

Unless of course, their character is...

...only about making a quick buck.

...capable of coming up with personal goals that are more important than anything else to them.

...is distrustful of tarts in magic mirrors who are trying to manipulate them.

There's nothing about roleplaying that says they should ask for the story. Roleplaying is determiend by what their character would do in that situation. If they're truely into metagaming, they know to ask for her story.
 

MerricB said:
Indeed, they never get to address the real cause of the problem - there's a lot of background information that the DM knows, but the PCs never will. I think that's a huge flaw.

This is a fundimental problem that plagues many games. Including several other wise excellent (if I do say so myself) games that I ran. They were fundimentally marred by the fact that it wasn't possible for the PCs to figure out what was going on.

While lots of movies revolve around the different amounts of knowledged possed by the observers and the actors in DnD frequently the only real observer is the DM. (Some good gaming groups allow PCs to watch other players actions without fear of metagaming but its an uncommon thing).

Creating action where the story is not driven by depriving the players of knowledge should be a big goal of gaming, IMHO.
 

So just brainstorming here....
The way that books and novels unvail hidden plot elements is to have a cut scene that features the villians.

If this is adapted directly(I have tried it) the DM just describes what happens in a scene, an the players just sit there. (smoe listen/some dont)

What about giving each PC a few details about the motivation of the villian or people the villain is interacting with, and having them play out the scene. Then taking whatever resolution they came to and weaving it back into the plot.

Could this work?
 

MerricB said:
I can see in the published Eberron adventures the attempt to introduce intrigue into the mix. I've run all of them, and I can now see how woefully it was done. Whispers of the Vampire's Blade is probably the poster child for this - although they all have big problems. WotVB does at least have big set pieces that aren't all about combat - there is investigation and roleplaying to be done. This is great.
Cheers!


The worst of the worst for both the DM and the players. There's a bunch of fluff that the DM has to read about the background, but that never get's revealed to the players. Wooo, hooo. Can I please prep that scenario..not. Players hate it too.

There needs to be an obvious plotline the constantly unfolds itself about every hour of gaming.

jh
 

You just need players who are more interested in other aspects of the game besides "killing stuff". It's all about the players (and the DM).
 

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