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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How Did I Survive AD&D? Fudging and Railroads, Apparently
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="payn" data-source="post: 9468392" data-attributes="member: 90374"><p>I think folks get lost in the idea of total agency. I'd expect a set piece battle in a module, particularly one with a memorable foe. Its in that set up and encounter execution that will determine if its a success or not.</p><p></p><p>Seems like stock villain stuff...</p><p></p><p>Sounds like a good strategy.</p><p></p><p>Seems like an extra layer of force, but a tried and true trope I suppose.</p><p></p><p>I've run a module by Paizo that had an element sort of like this. Instead of an item that needs to land a single die roll, you make it part of the encounter. A series of events need to pass in order to one shot kill the baddie. This turns the typical beat the HP to zero shuffle into an entirely new and interesting dance. Perfect for the end of a module, IMO.</p><p></p><p>Modern design definitely isnt point a to b to c with no variation. This typically should be avoided, but a lot of the determining factor is going to be in the writing and GM execution. Frankly, a lot of players dont mind a scripted railroad like this. Which is why you see it from time to time. </p><p></p><p>Yeah, this is where player's campaign guides come in and gives players a reason to care about the adventure in front of them. Some players and GMs prefer that wander around doing something entirely different and unconnected every session. Those types should probably avoid modules and use campaign setting books and rando tables instead.</p><p></p><p>Personally, I dig games more when they are built up. I don't care about a PC that has wings or laser eyes or lightning fingers. I want a grand setting with lots of moving parts and factions with agendas. I want to be able to be a mover and shaker on the grand scheme. Seeing my PC take action that makes a difference in the entire setting is what im after.</p><p></p><p>So, im all aboard the Hickman revolution. I think modern adventure writers have, generally, learned really good lessons from the above. How to write an adventure that has set piece battles, and narrative components, that dont force the players down a single path. Fully embrace those lessons and learn to execute at the highest level you can. </p><p></p><p>OSR products<em> are</em> meat grinders. The purpose is less grand and the narrative is thin. The point of an OSR game is to engage the game portion and survive through skill play. It would, rightly, be cheating to fudge dice results for such an experience. </p><p></p><p>I think its not a good idea to think of things in "proper" one way terms. I think the proper answer is what you like and prefer. The good news is, there is a plethora of both modern and old school systems, products, and modules out there.</p></blockquote><p></p>
[QUOTE="payn, post: 9468392, member: 90374"] I think folks get lost in the idea of total agency. I'd expect a set piece battle in a module, particularly one with a memorable foe. Its in that set up and encounter execution that will determine if its a success or not. Seems like stock villain stuff... Sounds like a good strategy. Seems like an extra layer of force, but a tried and true trope I suppose. I've run a module by Paizo that had an element sort of like this. Instead of an item that needs to land a single die roll, you make it part of the encounter. A series of events need to pass in order to one shot kill the baddie. This turns the typical beat the HP to zero shuffle into an entirely new and interesting dance. Perfect for the end of a module, IMO. Modern design definitely isnt point a to b to c with no variation. This typically should be avoided, but a lot of the determining factor is going to be in the writing and GM execution. Frankly, a lot of players dont mind a scripted railroad like this. Which is why you see it from time to time. Yeah, this is where player's campaign guides come in and gives players a reason to care about the adventure in front of them. Some players and GMs prefer that wander around doing something entirely different and unconnected every session. Those types should probably avoid modules and use campaign setting books and rando tables instead. Personally, I dig games more when they are built up. I don't care about a PC that has wings or laser eyes or lightning fingers. I want a grand setting with lots of moving parts and factions with agendas. I want to be able to be a mover and shaker on the grand scheme. Seeing my PC take action that makes a difference in the entire setting is what im after. So, im all aboard the Hickman revolution. I think modern adventure writers have, generally, learned really good lessons from the above. How to write an adventure that has set piece battles, and narrative components, that dont force the players down a single path. Fully embrace those lessons and learn to execute at the highest level you can. OSR products[I] are[/I] meat grinders. The purpose is less grand and the narrative is thin. The point of an OSR game is to engage the game portion and survive through skill play. It would, rightly, be cheating to fudge dice results for such an experience. I think its not a good idea to think of things in "proper" one way terms. I think the proper answer is what you like and prefer. The good news is, there is a plethora of both modern and old school systems, products, and modules out there. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Did I Survive AD&D? Fudging and Railroads, Apparently
Top