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How much control do DMs need?
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<blockquote data-quote="pemerton" data-source="post: 8992784" data-attributes="member: 42582"><p>As you've probably read upthread, I don't think that this is true of classic dungeon-crawl D&D, or of 4e D&D. Otherwise I don't dissent. I played a fair it of D&D at one high-water mark of this sort of play - 1990s 2nd ed AD&D. My general phrase to capture this sort of D&D is post-DL D&D (so mid-80s onward, non-4e D&D).</p><p></p><p>Thinking back on your post connecting game design to commercial sales, I think it becomes interesting to wonder to what extent are adventure modules a type of parameterisation of post-DL play, to make it something more than what you've posted. Some probably are - eg ones that basically parcel out situations based on a timeline or a dungeon map. Some are not - one that has stuck with me in this respect is the 3E adventure Expedition to the Demonweb Pits, which I've never played but have read. I was struck by the extent to which it was not a playable scenario except as a sourcebook from which the GM could draw inspiration for saying what happens next.</p><p></p><p>In terms of the OP's thread, one could ask why this sort of <em>the GM is almost the whole game</em> play is so popular? It's certainly true that to have it, the GM needs a large amount of control!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8992784, member: 42582"] As you've probably read upthread, I don't think that this is true of classic dungeon-crawl D&D, or of 4e D&D. Otherwise I don't dissent. I played a fair it of D&D at one high-water mark of this sort of play - 1990s 2nd ed AD&D. My general phrase to capture this sort of D&D is post-DL D&D (so mid-80s onward, non-4e D&D). Thinking back on your post connecting game design to commercial sales, I think it becomes interesting to wonder to what extent are adventure modules a type of parameterisation of post-DL play, to make it something more than what you've posted. Some probably are - eg ones that basically parcel out situations based on a timeline or a dungeon map. Some are not - one that has stuck with me in this respect is the 3E adventure Expedition to the Demonweb Pits, which I've never played but have read. I was struck by the extent to which it was not a playable scenario except as a sourcebook from which the GM could draw inspiration for saying what happens next. In terms of the OP's thread, one could ask why this sort of [I]the GM is almost the whole game[/I] play is so popular? It's certainly true that to have it, the GM needs a large amount of control! [/QUOTE]
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