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
*Pathfinder & Starfinder
Is the Burning Wheel "how to play" advice useful for D&D?
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="Libramarian" data-source="post: 6099494" data-attributes="member: 6688858"><p>Yes! This is what I'm talking about. That type of adventure is powerfully lame. Fairly or unfairly, this is what I felt the 4e books were presenting as the game's default adventure paradigm. The stuff about player-created quests points to something more interesting but it felt like an inconsequential toss-in idea to me. I personally would need more advice and structure to know what to do with that.</p><p></p><p>Haha, I don't think that's pejorative, I think that's right on the money, for the most part. I can totally see why he would say it's a serious problem for fantasy RPG design in the context of fantasy heartbreakers at the time of his writing. My hope would be that today there are enough alternative fantasy role-playing models and games that people can take another look at classic D&D and appreciate it for what it is, rather than backlash against it because they keep getting frustrated trying to push it out of its natural zone.</p><p></p><p>I think the poster child of D&D heartbreakers would be early Runequest eh? Especially playing in Glorantha where you have this enormously complex mythologically resonant setting and the play experience is still basically dungeon-crawling for treasure. I'm thinking of picking up the reprint of Griffin Mountain to run with the Legend rules, because I've heard people describe it as the greatest sandbox setting of all time--I think I'd be going into it with the right attitude: this is basically going to be classic D&D with more limbs chopped off and a weirder/more interesting setting.</p><p></p><p>No, I don't see how it courts social contract breakdown any moreso than any other game experience that's pretty focused GNS-wise. I thought Edwards mentioned it as an example of coherent gamist play in the essay on that subject. But yeah, generally my advice to prevent that from happening would be to downplay a player's attachment to their particular character concept and play up the idea of exploring a weird fantasy world. Character generation is less about "who do you want to be?" and more about "what toolkit of abilities do you want to take with you?". It's like the old <a href="https://www.youtube.com/watch?v=3JjhQ1Oi_3k" target="_blank">D&D cartoon</a> where the players are literally teleported into the game world. You're almost just playing yourself. That seems to be sufficient to get everyone on the same page without taking all of the tension out of the game by overcompensating and being ironic and jokey with it. It's not necessary to name your male elf Melf or their fourth character Wilson IV or stuff like that. I read a description in <a href="http://forum.rpg.net/showthread.php?676099-B-X-Misadventures-in-randomly-generated-dungeons" target="_blank">this amusing thread</a> of Basic D&D being like a boardgame that's allowed to run off the rails, and I thought that was really apt.</p><p></p><p>I think it's likely you are right about the last part there.</p><p></p><p></p><p>I agree. I think maybe some people are so used to irrelevant and unfocused advice text in games that they just tune it out now, like advertising.</p><p></p><p>pemerton has observed that the foreword in Moldvay's Basic D&D is weirdly dissonant with how the game actually plays. This is true, but I didn't even notice that -- I think my brain almost immediately recognized it as pointless fluff and ignored it. I notice when this sort of thing is remarkably relevant and appropriate, e.g. the intro and Successful Adventures section in 1e PHB, but not when it's useless.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6099494, member: 6688858"] Yes! This is what I'm talking about. That type of adventure is powerfully lame. Fairly or unfairly, this is what I felt the 4e books were presenting as the game's default adventure paradigm. The stuff about player-created quests points to something more interesting but it felt like an inconsequential toss-in idea to me. I personally would need more advice and structure to know what to do with that. Haha, I don't think that's pejorative, I think that's right on the money, for the most part. I can totally see why he would say it's a serious problem for fantasy RPG design in the context of fantasy heartbreakers at the time of his writing. My hope would be that today there are enough alternative fantasy role-playing models and games that people can take another look at classic D&D and appreciate it for what it is, rather than backlash against it because they keep getting frustrated trying to push it out of its natural zone. I think the poster child of D&D heartbreakers would be early Runequest eh? Especially playing in Glorantha where you have this enormously complex mythologically resonant setting and the play experience is still basically dungeon-crawling for treasure. I'm thinking of picking up the reprint of Griffin Mountain to run with the Legend rules, because I've heard people describe it as the greatest sandbox setting of all time--I think I'd be going into it with the right attitude: this is basically going to be classic D&D with more limbs chopped off and a weirder/more interesting setting. No, I don't see how it courts social contract breakdown any moreso than any other game experience that's pretty focused GNS-wise. I thought Edwards mentioned it as an example of coherent gamist play in the essay on that subject. But yeah, generally my advice to prevent that from happening would be to downplay a player's attachment to their particular character concept and play up the idea of exploring a weird fantasy world. Character generation is less about "who do you want to be?" and more about "what toolkit of abilities do you want to take with you?". It's like the old [URL="https://www.youtube.com/watch?v=3JjhQ1Oi_3k"]D&D cartoon[/URL] where the players are literally teleported into the game world. You're almost just playing yourself. That seems to be sufficient to get everyone on the same page without taking all of the tension out of the game by overcompensating and being ironic and jokey with it. It's not necessary to name your male elf Melf or their fourth character Wilson IV or stuff like that. I read a description in [URL="http://forum.rpg.net/showthread.php?676099-B-X-Misadventures-in-randomly-generated-dungeons"]this amusing thread[/URL] of Basic D&D being like a boardgame that's allowed to run off the rails, and I thought that was really apt. I think it's likely you are right about the last part there. I agree. I think maybe some people are so used to irrelevant and unfocused advice text in games that they just tune it out now, like advertising. pemerton has observed that the foreword in Moldvay's Basic D&D is weirdly dissonant with how the game actually plays. This is true, but I didn't even notice that -- I think my brain almost immediately recognized it as pointless fluff and ignored it. I notice when this sort of thing is remarkably relevant and appropriate, e.g. the intro and Successful Adventures section in 1e PHB, but not when it's useless. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is the Burning Wheel "how to play" advice useful for D&D?
Top