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
*TTRPGs General
How do you Control/Set the Pace of a Game?
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="Barastrondo" data-source="post: 4842258" data-attributes="member: 3820"><p>That's an interesting way to look at a campaign. I don't think I agree, though. It assumes a presence of "modules" that seems fairly specific to a given style of campaign but might be utterly irrelevant to another. </p><p></p><p>I'm curious what you're using "module" to mean. It's not a terribly common phrase outside old-school D&D. None of the WoD games refer to "modules," for instance, and neither does HERO System. Do you see most RPGs as possessing "modules" even if they have few to no pre-packaged adventures or setting books? Are people who make up their own settings (like doing their own city for a Vampire game, or a homebrew D&D world) doing "roleplaying games" or "story games"? </p><p></p><p>I'm also curious how you look at "story games" with no prepackaged plot. It is a very, very common method of play to create situations rather than plots, and to see what happens. For example, a game might have as its trigger the idea that crimelord A is attempting to expand his presence, or that there's a wedding going on between two feuding families and everyone has a stake in it, and so on. Story is something that's totally emergent in these games; each player essentially defines his or her own goals. Improvisation is key. The concept of "player skill" matters, but not as measured against prepackaged challenges that a designer has set up: the challenges emerge naturally, and the skills involved might be diplomacy, politics, and people sense. </p><p></p><p>I don't think most people roleplaying today think in terms of "modules." It's a style of play too reliant on prepackaged materials, be they purchased or created ahead of time in a vacuum. Improvisational play lends itself better to chat rooms and LARPs, to one-shots and changing game systems on a regular basis. People game a lot of ways. I think it would be considerably more accurate if you were to mark out "modular play" as a subset of roleplaying, and not the assumed default. </p><p></p><p>Where's Piratecat? Man needs to drop that story of the PCs collapsing a dungeon with an <em>earthquake</em> and still winding up having a fine adventure — just one that was extrapolated from his notes and information rather than directly programmed by them.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 4842258, member: 3820"] That's an interesting way to look at a campaign. I don't think I agree, though. It assumes a presence of "modules" that seems fairly specific to a given style of campaign but might be utterly irrelevant to another. I'm curious what you're using "module" to mean. It's not a terribly common phrase outside old-school D&D. None of the WoD games refer to "modules," for instance, and neither does HERO System. Do you see most RPGs as possessing "modules" even if they have few to no pre-packaged adventures or setting books? Are people who make up their own settings (like doing their own city for a Vampire game, or a homebrew D&D world) doing "roleplaying games" or "story games"? I'm also curious how you look at "story games" with no prepackaged plot. It is a very, very common method of play to create situations rather than plots, and to see what happens. For example, a game might have as its trigger the idea that crimelord A is attempting to expand his presence, or that there's a wedding going on between two feuding families and everyone has a stake in it, and so on. Story is something that's totally emergent in these games; each player essentially defines his or her own goals. Improvisation is key. The concept of "player skill" matters, but not as measured against prepackaged challenges that a designer has set up: the challenges emerge naturally, and the skills involved might be diplomacy, politics, and people sense. I don't think most people roleplaying today think in terms of "modules." It's a style of play too reliant on prepackaged materials, be they purchased or created ahead of time in a vacuum. Improvisational play lends itself better to chat rooms and LARPs, to one-shots and changing game systems on a regular basis. People game a lot of ways. I think it would be considerably more accurate if you were to mark out "modular play" as a subset of roleplaying, and not the assumed default. Where's Piratecat? Man needs to drop that story of the PCs collapsing a dungeon with an [I]earthquake[/I] and still winding up having a fine adventure — just one that was extrapolated from his notes and information rather than directly programmed by them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do you Control/Set the Pace of a Game?
Top