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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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="Wicht" data-source="post: 6204956" data-attributes="member: 221"><p>The answer would depend on the style of adventure one is going through. In a more classical dungeon adventure, the adventure is centered on exploration, discovery, and survival. Challenges tend to be those which test the players ingenuity, their skill in battle and their "skill" as players. At the same time, there tends to be a cover story of character background and motivation and clues or developments germane to character growth or story advancement is interspersed among the other things.</p><p></p><p>While Gygax's proffered playstyle was often focused on advice for how to deal with dungeons as dungeon explorers, I think it would be a mistake to think his characters did not have motivations or that his stories did not have plot. Many of the classic published modules were thin on plot but that is not because Gygax discounted plot, but rather because he tried to offer products easily molded to a variety of plots, as in Keep on the Borderlands or Expedition to Barrier Peaks. While it is true that the players choose the goals for the session, the DM, in Gygax's mind, has already offered goals for the adventure. The sessions are merely building blocks in which the players attempt to fulfill the greater goals developed by the DM in backstory. </p><p></p><p>There has been a movement in recent years, and I mostly approve of it, to focus just a little more on plot and a little less on exploration in published adventures (a move which actually started under Gygax's supervision with other classic modules), but this does not necessarily denote a move away from Gygaxian play for some of us, just a reframing of priorities in print publications. I still present an overarching plot to my players, provide a set of possibilities and then let them (mostly) plan on making their own plans on how to deal with the rooms in the dungeon, or the characters in town, or where to go next. The framework of the game for me remains very close to what it was in 1e.</p></blockquote><p></p>
[QUOTE="Wicht, post: 6204956, member: 221"] The answer would depend on the style of adventure one is going through. In a more classical dungeon adventure, the adventure is centered on exploration, discovery, and survival. Challenges tend to be those which test the players ingenuity, their skill in battle and their "skill" as players. At the same time, there tends to be a cover story of character background and motivation and clues or developments germane to character growth or story advancement is interspersed among the other things. While Gygax's proffered playstyle was often focused on advice for how to deal with dungeons as dungeon explorers, I think it would be a mistake to think his characters did not have motivations or that his stories did not have plot. Many of the classic published modules were thin on plot but that is not because Gygax discounted plot, but rather because he tried to offer products easily molded to a variety of plots, as in Keep on the Borderlands or Expedition to Barrier Peaks. While it is true that the players choose the goals for the session, the DM, in Gygax's mind, has already offered goals for the adventure. The sessions are merely building blocks in which the players attempt to fulfill the greater goals developed by the DM in backstory. There has been a movement in recent years, and I mostly approve of it, to focus just a little more on plot and a little less on exploration in published adventures (a move which actually started under Gygax's supervision with other classic modules), but this does not necessarily denote a move away from Gygaxian play for some of us, just a reframing of priorities in print publications. I still present an overarching plot to my players, provide a set of possibilities and then let them (mostly) plan on making their own plans on how to deal with the rooms in the dungeon, or the characters in town, or where to go next. The framework of the game for me remains very close to what it was in 1e. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
Top