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*Pathfinder & Starfinder
Is the Burning Wheel "how to play" advice useful for D&D?
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<blockquote data-quote="Libramarian" data-source="post: 6100030" data-attributes="member: 6688858"><p>I've never secretly moved PCs up or down levels, but the dwarf and gnome do have a "determine approximate depth underground" ability that could stand to see some more use. I would either have the elevator make a slight whirring noise or have some sort of visual clue that they're on a different level.</p><p></p><p>I would say I am a notch less hardcore than the style of play that comes across in the 1e books. Generally, a trap/trick that the players could conceivably anticipate based on physical/cultural knowledge outside of the game is better than a trap/trick that only exists as a trope inside the game that someone playing for the first time would have no chance of understanding, like earseekers or random contact poison. But I don't have a huge theoretical problem with the latter. Sometimes it's OK to use a thing where there's no substitute for having played the game and seen it before. It's a cheaper thrill but coming up with good, unique traps is hard work, sometimes you've got to water down that orange drink a little bit.</p><p></p><p>My five room dungeon <a href="http://www.enworld.org/forum/showthread.php?334670-5-Chamber-Dungeons&p=6091120&viewfull=1#post6091120" target="_blank">here</a> is a pretty good example of the kind of tricksy stuff I like. Those are basically the five most interesting rooms taken from a much larger dungeon strung together, the rest of the dungeon being mostly random monsters/treasure and a few basic traps like tripwires and pit traps, so in reality that much creativity is good for about 10 hours of play. I used a map from the donjon generator.</p><p></p><p>I think the texts could be better on this issue...but at the same time I think this is the point where perception is going to vary based on the experiences and subjectivities of the real people around the table, so there's only so much that advice text can do, you just have to develop a good feel for it. Just like how a narrativist game text can try to help you develop a knack for scene-framing but can't give you a rule determing exactly what scene to frame at a particular point in-game, I think, following the symmetry between gamism and narrativism as the two metagame agendas.</p><p></p><p>I've heard that the advice for trap design is really good in Adventurer Conqueror King but I've never read it.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 6100030, member: 6688858"] I've never secretly moved PCs up or down levels, but the dwarf and gnome do have a "determine approximate depth underground" ability that could stand to see some more use. I would either have the elevator make a slight whirring noise or have some sort of visual clue that they're on a different level. I would say I am a notch less hardcore than the style of play that comes across in the 1e books. Generally, a trap/trick that the players could conceivably anticipate based on physical/cultural knowledge outside of the game is better than a trap/trick that only exists as a trope inside the game that someone playing for the first time would have no chance of understanding, like earseekers or random contact poison. But I don't have a huge theoretical problem with the latter. Sometimes it's OK to use a thing where there's no substitute for having played the game and seen it before. It's a cheaper thrill but coming up with good, unique traps is hard work, sometimes you've got to water down that orange drink a little bit. My five room dungeon [URL="http://www.enworld.org/forum/showthread.php?334670-5-Chamber-Dungeons&p=6091120&viewfull=1#post6091120"]here[/URL] is a pretty good example of the kind of tricksy stuff I like. Those are basically the five most interesting rooms taken from a much larger dungeon strung together, the rest of the dungeon being mostly random monsters/treasure and a few basic traps like tripwires and pit traps, so in reality that much creativity is good for about 10 hours of play. I used a map from the donjon generator. I think the texts could be better on this issue...but at the same time I think this is the point where perception is going to vary based on the experiences and subjectivities of the real people around the table, so there's only so much that advice text can do, you just have to develop a good feel for it. Just like how a narrativist game text can try to help you develop a knack for scene-framing but can't give you a rule determing exactly what scene to frame at a particular point in-game, I think, following the symmetry between gamism and narrativism as the two metagame agendas. I've heard that the advice for trap design is really good in Adventurer Conqueror King but I've never read it. [/QUOTE]
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Is the Burning Wheel "how to play" advice useful for D&D?
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