Gary Gygax's Insidiae feedback?

I've had the book for a long while now. At first I really didn't like it, thought it was just a rehashing of thing anyone that has been game mastering for more than a year already know's. But now I have come to love this book and all of it's elements. It has really came to make my games dramatic, insightful and most of all interesting. My PC's look forward to little plot twists and red herrings and such. Nathal I am not sure how much success you have had sales wise but its a ten in my book.


The Seraph of Earth and Stone
 

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Actually, for anyone who's interested, my recollection of Latin assigns a meaning of "plots" to the word insidiae. Insidiosus is the apparent root of "insidious." Clearly both come from the same root, making the title especially apt for the so-called "Rat Bastard DMs" Mr. Gygax has inspired.

That aside, I think "Insidiae" is an excellent book. It is a structured appropoach to building adventures that is as good an primer for new DMs as a reference for experienced DMs. I find it useful to have a catalog of ideas in front of me to help me brainstorm. (Which seems to be the very idea behind this book, given the subtitle.) Furthermore, the structural analysis of various components of a good adventure is very useful. The only shortcoming of this book is, well--it's short. Not that I can think of what else it should have, I just want more. :D It is a book I will read and reference over and over. (In fact, this thread prompted me to pull it out again.) You know--you spend so much time entrenched in creating, sometimes you need to break out and think about how you create.

Daniel, I think you did an excellent job on this book, and I think Gary's endorsement in the foreward is truly deserved. I hope to see more from you in this vein.
 

I'm intrigued.

I haven't given this item a look yet, but I'm curious how genre independent this is. I'm also curious how sytem independent this is.


Regards,
Eric Anondson
 

Stone Angel said:
I've had the book for a long while now. At first I really didn't like it, thought it was just a rehashing of thing anyone that has been game mastering for more than a year already know's.

Yes, I predicted that experienced GMs might find more utility in the brainstorming aspect of the work, its chief focus. Some of my inspiration for this book came from the "Dungeon Master’s Design Kit" (Harold Johnson & Aaron Allston, 1988), and the 2nd Edition "Catacomb Guide" (Paul Jaquays & William W. Connors, 1990). I liked both of those works for different reasons, but the Dungeon Master’s Design Kit was more along the lines of what I wanted for Insidiae; a "plot-seed smorgasbord" to facillitate quick adventure design. So I decided to focus more on creating a structured brainstorming aid for plot design, rather than a "how-to" guide on gamemastering scenarios. After all, I thought, we already have "Robin Law's of Good Gamemastering", a book I'd highly recommend. Of course, I would have been remiss if I hadn't incorporated adventure design "theory" as accumulated through the years by our industry giants. There was no way I was going to reinvent the wheel there, I felt, so I tried to write those parts without pandering too much to neophytes or boring the hell out of experienced players (such as my own friends). I lost sleep with that dillemna. Ultimatley, I tried to make sure what gamemastering advice was included best reflected Gary Gygax's current preferences in adventure design, not just mine. It is, after all, part of the "gygaxian fantasy world" series.

But in general, yes, I absolutely do agree, great advice on GMing is out there in many forms, scattered and contained in many excellent sources...the sort of stuff some ENworlders live and breath.

But now I have come to love this book and all of it's elements. It has really came to make my games dramatic, insightful and most of all interesting. My PC's look forward to little plot twists and red herrings and such. Nathal I am not sure how much success you have had sales wise but its a ten in my book.

Well, few of us freelancers are in it for the money (LOL), but it's a pleasure working with the guys at Troll Lord and a longtime dream to work with Gary, and I couldn't be more pleased. Even if I please 10% of the crowd, I feel I've made at least some people enjoy their games a little bit more. Hopefully, and it seems so from what you've written above, you've seen that the vast bulk of the work was dedicated to brainstorming, and because its a book dedicated to plot design rather than a book of pregenerated plots, it still requires a good bit of creativity, the more experienced GM the better (which is why the basic advice contained within is every more critical for the beginner).

In fact, I had just handed in the final manuscript to Gary, and he wrote to me after he finished his edit, telling me I needed to use my own work to come up with at least 20,000 words of pregenerated scenarios within the week, using only what material I had included in the previous chapters. I had to demonstrate how the book was to be used. "Oh crap," I thought, with only a week to spare before deadline, "this book had better work the way I expect...". Appendix A (ready-made plots) is the result of that, and is why I feel my book aids with exactly what its designed to do. I can only hope that it summons the Muse for others in a creative bind.

I really appreciate the feedback!
 
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nopantsyet said:
Actually, for anyone who's interested, my recollection of Latin assigns a meaning of "plots" to the word insidiae. Insidiosus is the apparent root of "insidious." Clearly both come from the same root, making the title especially apt for the so-called "Rat Bastard DMs" Mr. Gygax has inspired.

The Trolls named the work, and the word is also related to the notion of an ambush. Gary had joked that the book might ambush somebody in their local game store, launching itself magically from the shelf to attack some passerby, like a Mimic.

That aside, I think "Insidiae" is an excellent book. It is a structured appropoach to building adventures that is as good an primer for new DMs as a reference for experienced DMs. I find it useful to have a catalog of ideas in front of me to help me brainstorm. (Which seems to be the very idea behind this book, given the subtitle.)

I'm very happy some are having fun with the book. Indeed, I felt the subtitle was very important to convey its most pertinent use to the curious.

Furthermore, the structural analysis of various components of a good adventure is very useful. The only shortcoming of this book is, well--it's short. Not that I can think of what else it should have, I just want more. :D

Yep, 116 pages now, and I wouldn't mind making a future printing thicker, if given the chance...I'll just need more ideas. Anyway, if anybody who owns the work wishes to submit ideas for inclusion in future printings (assuming another print run), I'd love to hear it. Milieu events (more stuff under those broad headings of political and civil strife, natural disasters, wars, or cataclysm), more story roles (currently listing ally, competitor, enemy, hinderer, neutral, patron, and wild card), or more specific character types (of which 70 are listed in the current work)...I'd have to change the corresponding (optional) random charts, but so be it. Also, I have a number of story hooks, obstacle types, and prospects (support, fellowship, knowledge) listed for which I wouldn't mind suggestions for additional material. All things I consider for addition must be generic and widely applicable to just about any pseudo medieval fantasy setting (or "Lejendary Earth"). I was stumped on what to add by the time I finished the last chapter.

It is a book I will read and reference over and over. (In fact, this thread prompted me to pull it out again.) You know--you spend so much time entrenched in creating, sometimes you need to break out and think about how you create.

I know what you mean. I wanted to write a book that I could reference myself later, re-inspire me when I'm afflicted with DM Burn-Out or writers block.
 

Steverooo said:
Dan,

I haven't seen the book. I just wanted to ask if you've seen or heard from Noj (author of one of the other volumes). He's been incommunicado for quite some time!... :uhoh:

I lost his email AGAIN. I see that what I believe is one of his adventures, "A question of tribute" is on the anvil at Troll Lord for Lejendary Adventure. So he must be around somewhere...
 

Eric Anondson said:
I'm intrigued.

I haven't given this item a look yet, but I'm curious how genre independent this is. I'm also curious how sytem independent this is.


Regards,
Eric Anondson

The work assumes the fantasy genre, with a milieu like Greyhawk or Lejendary Earth's region called Varan. Over all, the work is very system independent. Officially, it's for use with D&D, Castles and Crusades or Lejendary Adventure, but could be used as a plot generator for any fantasy RPG. The concepts could easily be used in other genres if expanded upon.
 



This is a book I wouldn't mind picking up but my FLGS hasn't had a copy of it yet (I think). When I get more $$$$ I'll go look for it. Sounds like something I could use.
 

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