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
How Do I Help Mentor a GM Making Rookie Mistakes?
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="EzekielRaiden" data-source="post: 9700750" data-attributes="member: 6790260"><p>I mean I can tell you but it's so specific I don't think it will be helpful.</p><p></p><p>I was running may adaptation of the very excellent <a href="https://www.drivethrurpg.com/en/product/237544/the-gardens-of-ynn" target="_blank"><em>The Gardens of Ynn</em></a> supplement, keeping most of the setting mechanics but adapting it to Dungeon World rules and the needs of my game (which is in the style of the Arabian Nights and the Golden Age of Islam). So I called it the Garden-City of Zerzura, and turned the "Idea of Thorns" (the memetic mind-virus that is the major big bad thing of Ynn) into the "Song of Thorns" (a memetic mind-virus <em>spirit</em> that was also a song, hence why it could infect the minds of anyone who heard it or anyone who sang it etc., originally a spirit of savagery and entropy which became superpowered for reasons the players still haven't quite figured out.)</p><p></p><p>In the original Ynn rules, you roll to determine where each pathway leads, <em>as</em> you take that pathway. So I did that, because...it's what the structure as written was. The player in question told me that he felt that this ruined the tension of <em>exploration</em>--not the threats within each place, but the feeling of risk vs reward because it wasn't possible to make right or wrong decisions of any kind. He didn't mind at all that it had rogue-like qualities, he just didn't care for the fact that the place was generated <em><strong>as</strong></em> you explore it, rather than generated <em>and then</em> explored. If you left and came back, you'd just be bumbling around waiting for the places you wanted to go to (re)appear, that sort of thing.</p><p></p><p>So I took that to heart and will be keeping that in mind anytime I ever do similar sorts of things. If I'm going to have randomly-generated locations, I should prepare at least <em>some</em> of the space in advance, so that it feels like there are right and wrong choices, so that it feels like it's a place being explored, not a place being <em>produced</em>, as it were.</p><p></p><p>Like I said, really ultra-specific and not useful to most people, but well-thought-out sincere criticism that had nothing to do with saying I was doing things <em>badly</em>, and everything to do with "this didn't work well for me as a player". It'll shape any similar random or semi-random dungeon crawls we ever do, which might happen again, such as a visit to the same author's <em>The Stygian Library</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9700750, member: 6790260"] I mean I can tell you but it's so specific I don't think it will be helpful. I was running may adaptation of the very excellent [URL='https://www.drivethrurpg.com/en/product/237544/the-gardens-of-ynn'][I]The Gardens of Ynn[/I][/URL] supplement, keeping most of the setting mechanics but adapting it to Dungeon World rules and the needs of my game (which is in the style of the Arabian Nights and the Golden Age of Islam). So I called it the Garden-City of Zerzura, and turned the "Idea of Thorns" (the memetic mind-virus that is the major big bad thing of Ynn) into the "Song of Thorns" (a memetic mind-virus [I]spirit[/I] that was also a song, hence why it could infect the minds of anyone who heard it or anyone who sang it etc., originally a spirit of savagery and entropy which became superpowered for reasons the players still haven't quite figured out.) In the original Ynn rules, you roll to determine where each pathway leads, [I]as[/I] you take that pathway. So I did that, because...it's what the structure as written was. The player in question told me that he felt that this ruined the tension of [I]exploration[/I]--not the threats within each place, but the feeling of risk vs reward because it wasn't possible to make right or wrong decisions of any kind. He didn't mind at all that it had rogue-like qualities, he just didn't care for the fact that the place was generated [I][B]as[/B][/I] you explore it, rather than generated [I]and then[/I] explored. If you left and came back, you'd just be bumbling around waiting for the places you wanted to go to (re)appear, that sort of thing. So I took that to heart and will be keeping that in mind anytime I ever do similar sorts of things. If I'm going to have randomly-generated locations, I should prepare at least [I]some[/I] of the space in advance, so that it feels like there are right and wrong choices, so that it feels like it's a place being explored, not a place being [I]produced[/I], as it were. Like I said, really ultra-specific and not useful to most people, but well-thought-out sincere criticism that had nothing to do with saying I was doing things [I]badly[/I], and everything to do with "this didn't work well for me as a player". It'll shape any similar random or semi-random dungeon crawls we ever do, which might happen again, such as a visit to the same author's [I]The Stygian Library[/I]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How Do I Help Mentor a GM Making Rookie Mistakes?
Top