Forked Thread: HF vs. S&S gaming and rethinking my priorities

Forked from: "HF" vs. "S&S" gaming: the underlying reason of conflict and change in D&D

This is a bit rambling, so forgive me.

I've been rather engaged with that thread, and this thread happens to coincide with the departure of one of my gaming group, who is the DM for one of our two 4E campaigns. As I imply in the title, the original thread got me thinking about the underlying theories of RPGs, prompting me to scan the Grognardia blog from beginning to end. As I am now inheriting our Friday game, and am going to have to heavily revamp sundays game to deal with his departure as a player, I am at a crossroads.


First off, I'm running 4E and that isn't going to change. Years of modern RPGs, from Vampire: the Masquerade to D&D 4E, combined with two decades of computer and console RPGs have made interesting character creation and progression a requirement. Sadly, AD&D and retro clones fall well short of this requirement, no matter how much I appreciate how rules light they can be. The lack of balance, lack of transparency, and amount of DM hassle involved in 3E and its variants make those even more of a non-choice to me and my group.

What I am rethinking is the story first philosophy. Well, not entirely, but at the very least the concept of the adventure path. Reading the writings of the old school D&D fans has me thinking they might have a point. While the ongoing epic saga of the "adventure path" is great in theory, I've rarely seen it executed well in practice. Looking back at my experience, a lot of my experiences go along the lines of trying to cram a square peg into a round hole. It also doesn't help that the D&D system in any edition really doesn't support this. I say that because the "game" progression of D&D is kill monsters, get xp and loot, and as a result become more powerful. That progression doesn't entirely fit in the epic saga/adventure path paradigm IMO. While 4E gives some tools towards promoting the ongoing saga like quest xp, the game is still very much kill/loot/powerup and I'm not convinced that the game is wrong for being that way. I am also of the belief that no story survives contact with the players, and the amount of railroading an adventure path entails(even a homebrewed one) is too much.

Also, the HF vs. S&S has a hidden point in it, in regards to 4E. The system is completely disconnected from any sort of alignment, or morality for that matter. Aside from some player and DM advice on playing the "good guys", there is no morality contained in the game system. Combine this with the kill/loot/powerup progression, and the game pretty much follows a violent and selfish path by default. Again, I'm starting to think there is nothing wrong with this. I've noticed over years of gaming that left to their own devices, players tend to play somewhat amoral, moderately violent borderline sociopaths. You often have to beat them with a stick(either the DM or other players have to) to keep them on the "good" path, and the game(D&D) doesn't really help you. The S&S archetype of a somewhat amoral hero out for adventure and profit fits well with both player behavior and how the game runs, and isn't really at odds with modern tropes for that matter such as the modern brooding antihero, action movie characters whose behavior would result in arrest in the real world, anime badasses who are more concerned with stomping face than the consequences of their actions, ect.

Mostly what I'm saying is that reading these old school comments has me feeling like I'm trying to swim upstream, and that it might be better to just embrace and work with what the game is at the core. Story first came into being for a reason, but I'm starting to think the epic saga and adventure path wasn't the reason. Much is made of the "emergent storyline" and I'm starting to agree with that theory. I also believe that while the emergent storyline is at odds with the adventure path, it isn't necessarily at odds with story first.

Basically, what I'm looking at for the two games I run is this:

1. 4E characters are resilient, and while this goes against old school gaming, 4E character creation/progression(as well as the character creation/progression of most modern RPGS) is a rewarding endeavor and invests the players in their characters. As players are invested in their characters from the beginning, I see nothing wrong with the level of plot-protection 4E gives them.
2. I'm thinking along the lines of a halfway point between adventure path and sandbox. Kind of an episodic, location based story. Instead of a big sandbox, a series of small sandboxes. Instead of an adventure path, focus the story episodically on events and locations which happen independantly from but can be influnced by player actions.
3. Episodic breaks, not unlike pulp S&S novels. Keep character progression based on the treasure parcels system, but give out more treasure during the adventure, which by DM decree will be blown by the PCs(the PCs are encouraged to tell how this happens) before they start the next episode penniless and in search of adventure.


The funny thing is that I used to run this exact game. Back during my 2E/Vampire: the Masquerade/Rolemaster days this was pretty much my DM philosophy, and I'm not quite sure when or where I got away from it.
 

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I really don't get the appeal of adventure paths. I wouldn't agree to play in a campaign if I thought the GM was running one. Seems just as much of a railroad as a dungeon that's a series of rooms with one entrance and one exit, but at the campaign rather than the adventure level.
 

I really don't get the appeal of adventure paths. I wouldn't agree to play in a campaign if I thought the GM was running one. Seems just as much of a railroad as a dungeon that's a series of rooms with one entrance and one exit, but at the campaign rather than the adventure level.

Published Adventure Paths yes.

But for a homebrewed game, its more along the lines of an epic saga. There is less railroading since the DM is free to make changes in the story. But still, you are railroading the players into participating into an ongoing story, though you are more free to take the story in other directions.

I'm starting to be of the mind of abandoning the epic, ongoing story and instead focusing on self contained episodes and trying to encourage "emergent storylline"
 

I'm starting to be of the mind of abandoning the epic, ongoing story and instead focusing on self contained episodes and trying to encourage "emergent storylline"

I came pretty much to the same conclusion myself. The last campaign I ran was this epic monstrosity that ended up being very draining. It was one in a long line of campaigns that tried to imitate fantasy epic fiction. Some failed, some succeeded, all of them just about killed me.

It occurred to I was fighting the game, not working with it. In many ways I think D&D (and many other RPGs) do a better job of emulating Conan or Fahrd and the Grey Mouser rather than The Lord of the Rings. At least for my table.

My current campaign has a rather episodic feel. Each episode takes about five sessions to wrap up and I am mostly running pre-gen adventures with plenty of adventure hooks for the party to explore when they "complete". There is an overarching theme (restoration of some bit of order in a wild land) but no massive story arc. The only constants might be reoccurring villains and, of course, allied NPCs. Each adventure is a sandbox with hooks to lead to various adventure sites.

Unfortunately, I find myself falling back into old habits every so often and I have to correct myself. That gets frustrating. Just something to keep in mind.

So I agree with just about everything you said. Emerging story is gaining traction at my table while epic design is falling away. Much like you, "adventure paths" were not my preferred style of DMing. I am not sure how I transitioned towards directed storytelling.
 

Have you thought about running a different game, or do you just want to stick with D&D?

What is it that you want out of your game? Is it an "emergent story" each and every time, or more old-school play where the story may emerge but you don't really pay any attention to it during play?

Do the rest of the people in your group want the same thing?
 

I sort of combine episodic ideas and ongoing story. I work it out as my games are mainly mysteries and the plot and story has to be uncovered. This happens primarily through the players being self-engaged and seeking out clues, questions, etc.

So they uncover a clue, it springs a episodic content it gets played out in whatever direction the players take it in and they uncover so much of the plot and it continues thus. Along the way there be you know character driven parts, some side-hooks, some major plot-events unfolding without being "sprung", etc.

I find it works nicely since it gives the players tons of control since they are the ones uncovering the clues and deciding to pursue them. It unravels a story and plot so it has that epic saga feel. Plus for me I can do some mapping out but still keep it open in that I can scatter all the clues about and make Encounters, Skill Challenges, NPCs, etc. for them but don't need to shove them in till they are needed.

It is probably helped too by the fact that city campaigns, noir and such are constants in my campaigns.
 
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I've rarely ran across campaigns with epic sagas. It's not my style, and very hard to plan. As a general note, I'm not really into saving the world and such as a PC or a DM. Saving the village, protecting the king, sure, but superhero fiction sort've drained me of "Save the World every week" type scenarios.

I would definitely script a 4e "Episodic" campaign after a TV show. Plan each "Season" with mostly stand-alone adventures, mini-cliffhangers, mid-season resolutions, and a season finale that closes some threads, makes a big change, and leaves lots of questions. Each "Season" has its own arc, and those arcs can even fit into a bigger story, but it's more an underlying story than it is an epic.

2. I'm thinking along the lines of a halfway point between adventure path and sandbox. Kind of an episodic, location based story. Instead of a big sandbox, a series of small sandboxes. Instead of an adventure path, focus the story episodically on events and locations which happen independantly from but can be influnced by player actions.
Sounds like a city campaign to me. This might also explain where all the PCs treasure is going: upkeep. Buying equipment to accomplish jobs, paying off contacts, paying rent and food. So every adventure they're trying to "make ends meet", like every single Private Eye show.

One thing I've discovered that works really well with 4e, is Mongoose's "Wraith Recon". Basically PCs are the fantasy equivalent of Special Forces set in wartime; they carry out espionage and seek'n'destroy missions. How does this suit 4e very well?

PCs are badasses, so it fits that they are the elite commandos. 4e handles tactical combats very well, and special forces missions function nicely as tactical encounters. Additionally, equipment can be handed out at the beginning of a mission, ala Q from Bond, instead of giving it throughout. Equipment that PCs find on the field has to be returned to home base (so they can use it during the mission, but not afterwards). Finally, a mission may be brief enough that PCs do not make repeated rests, so the "Daily" powers become "Mission" powers.
 

To refer to point #2-
As I said in that other thread that totally went off the deep end (re: Paizo adventure paths)- I've never been a fan of the massive story driven, epic game and the Adventure Path style is by far the worst offender. I've never been a fan of the gigantic Massive Dungeon Crawl ala Gary's Castle GH, or Undermountain or newer stuff like Catle WhiteRock, either.

I prefer, and have always run D&D as something similar to reading through a Conan collection (e.g. The Savage Sword of Conan), or a weekly TV show (think something more like the A-Team or ST:TNG rather than what Babylon 5 became). I think D&D lends itself well to such things- and it brings variety to me as a DM, as well as the players and PCs. Of course I have recurring Villains, or certain plot elements, but only something like say The Giants series with some bits from D1-2 is as large or "epic" as I have ever run.

To me, D&D is primarily a game of exploration/investigation with combat obviously playing a significant part, though for me that has never been the focus. The "episodic" or "short story" style game fits very well in my case.
 

To me, D&D is primarily a game of exploration/investigation with combat obviously playing a significant part, though for me that has never been the focus. The "episodic" or "short story" style game fits very well in my case.

Sandbox, right?

If I recall clearly, The Lost City is your favorite D&D adventure, but what other published ones have you enjoyed the most?
 

Sandbox, right?

If I recall clearly, The Lost City is your favorite D&D adventure, but what other published ones have you enjoyed the most?

I've run games in my younger days that I guess were very "sandbox"- off the cuff, letting things go where they may no real rhyme or reason. I do generally have an outline of sorts- usually very basic though.

B4 is def one of my very faves, but not sure it is my absolute- not sure I could pick one even if I tried, Dave! :D

For classic stuff: I enjoyed Ghost Tower (c2) and Tomoachan (C1) alot- Chateau D' Amberville (X2) is def a top 5. G1-3 and D 1-2 ( Never cared as much for the Vault or Q1). Slave Pits and Stockade. White Plume Mountain and Barrier Peaks. I have a great deal of Fondness for anything Moldvay like X2, X1 and B4, but I also (as cheesy as it is) like B3.

I liked a few of the Judges Guild modules- at least in principle/ a general sense- Of Skulls & Scrapfaggot Green, the Gencon IX dungeon, Mines of Custalcon are 3 that come to mind.

There were also some GREAT products I used for D&D (as well as the system they were designed for) that were not D&D products- Pavis & The Big Rubble, Questworld, Borderlands from Chaosium. Some of the early Thieves Guild volumes and generic products from Gamelords. and I remember really enjoying The Howling Tower (Arduin) at the time. By 1983 or so though I had pretty much stopped running D&D and was running RQ2, MSPE/Espionage-Justice Inc and a WWIII(yes 3) set of rules I had written up I named Firefight (class level based, no less! It was awful, lol)

For 3E I really liked Freya, Demons & Devils, Of Sound Mind, Raiders of Galaths's Roost, some of the Kalamar adventures (The Tomb of Kruk Ma Kahli-or whatever it was- especially). I got out of 3E not long after 3.5 surfaced. For 4E, I really like Isle of the Sea Drake!

EDIT- and a "sorry for the hijack" to the OP
 
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