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Community
General Tabletop Discussion
*TTRPGs General
Expanding D&D adventures past mere combat
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<blockquote data-quote="MerricB" data-source="post: 2516077" data-attributes="member: 3586"><p>One of the fascinating things I discovered when I played the Amber Diceless Roleplaying game was how important the PCs backstories and goals could become, and how much they would interact <em>with each other</em> as a result.</p><p></p><p>There is a DM-player adversarial relationship that was assumed from the early days of D&D (there's an aspect of it with the existence of the "caller"), where the DM creates all the challenges and the PCs deal with them, but rarely with each other.</p><p></p><p>One of the difficulties in having the PCs have their own goals and interacting personalities is that the DM needs to devote time to bringing along <em>each</em> story, rather than the group's. The interactions get more interesting when there are more players (I had one session of Amber with 13 players!), but progressively harder for the DM to handle.</p><p></p><p>Amber is all about the intrigue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It is interesting to note that the original D&D adventures - the GDQ series - has a fair deal of mystery and intrigue. The giants are manipulated by the drow, and so the PCs discover something important at the end of G3. Unfortunately, it all disintegrates rather messily in the D3-Q1 connection. (Lolth had nothing to do with Eclavdra's splinter group!) The motivation of the PCs has become obscure by the time of D3.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2516077, member: 3586"] One of the fascinating things I discovered when I played the Amber Diceless Roleplaying game was how important the PCs backstories and goals could become, and how much they would interact [i]with each other[/i] as a result. There is a DM-player adversarial relationship that was assumed from the early days of D&D (there's an aspect of it with the existence of the "caller"), where the DM creates all the challenges and the PCs deal with them, but rarely with each other. One of the difficulties in having the PCs have their own goals and interacting personalities is that the DM needs to devote time to bringing along [i]each[/i] story, rather than the group's. The interactions get more interesting when there are more players (I had one session of Amber with 13 players!), but progressively harder for the DM to handle. Amber is all about the intrigue. :) It is interesting to note that the original D&D adventures - the GDQ series - has a fair deal of mystery and intrigue. The giants are manipulated by the drow, and so the PCs discover something important at the end of G3. Unfortunately, it all disintegrates rather messily in the D3-Q1 connection. (Lolth had nothing to do with Eclavdra's splinter group!) The motivation of the PCs has become obscure by the time of D3. Cheers! [/QUOTE]
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