Lanefan
Victoria Rules
So...we're talking about Schroedinger's brother here?Ah. I see we've entered into the realm of quantum roleplaying!
So...we're talking about Schroedinger's brother here?Ah. I see we've entered into the realm of quantum roleplaying!
It seems to me that the what which is set in motion is something like the Village of Hommlet (not to be confused with the Hamlet of Viloge, I guess) described by Gygax in T1.Yes, but what is set in motion by their arrival was pre-determined by the DM who "Set up the hamlet or village where the action will commence...". Part of that set up is determining the NPC motivations, plots, secrets, etc., virtually all of which will be unknown to the players/PCs before they arrive. Many of those things may never be discovered, yet still have influence on the PCs.pemerton said:Here's just one excerpt, from p 87 of Gygax's DMG, under the heading "Setting things in motion":
Set up the hamlet or village where the action will commence with the player characters entering and interacting with the local population. . . . When they arrive, you will be ready to take on the persona of the settlement as a whole, as well as that of each individual therein. . . . The players will quickly learn who is who and what is going on - perhaps at the loss of a few coins. Having handled this, their characters will be equipped as well as circumstances will allow and will be ready for their bold journey into the dangerous place where treasure abounds and monsters lurk.
To me, this makes it pretty clear that what sets things into motion is the arrival of the PCs. The players drive the action (though in this case by interacting with the elements of the GM's sandbox, rather than by the GM framing them into situations that engage their PCs beliefs/goals/aspirations etc).
We agree that there are different approaches here.This is one option
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The other primary (and I think more traditional) option is the DM drives the action by making it clear there's an adventure out there that needs doing.
If you have a read of T1, you will see that the village has a "persona" as well as individuals with their personae; but it is not going to move on its own. Without the PCs it is a largely static situation - there are spies for Verbobonc, spies for the Temple of Elemental Evil, prospective henchmen and hirelings, etc - but there is nothing written in the situation about how it will change in the absence of the PCs.
You won't believe how happy it makes me to give you some XP![]()
Which to me is a mistake of omission.It seems to me that the what which is set in motion is something like the Village of Hommlet (not to be confused with the Hamlet of Viloge, I guess) described by Gygax in T1.
If you have a read of T1, you will see that the village has a "persona" as well as individuals with their personae; but it is not going to move on its own. Without the PCs it is a largely static situation - there are spies for Verbobonc, spies for the Temple of Elemental Evil, prospective henchmen and hirelings, etc - but there is nothing written in the situation about how it will change in the absence of the PCs.
The difference being that in B2 the Keep is somewhat secondary to the Caves of Chaos nearby, while in Hommlet the village itself is a large part of the adventure.This is quite different from a situation in which NPCs have their own character arcs (as [MENTION=37579]Jester David[/MENTION] said and [MENTION=29398]Lanefan[/MENTION] seemed to agree with). And it's quite different from a situation in which the world is in motion on its own, and will change fundamentally in the absence of actions by the PCs. Unsurprisingly, though, it's fairly similar to the Keep in B2.
In the Keep a self-moving plot isn't all that necessary, though you could put one (or more) in if desired, as the Keep on the whole is more scenery than scene. In Hommlet I'd say it's nearly essential: that place is a centre-stage powderkeg, and might easily set itself off if the PCs don't do so first.And that's why I don't think these examples, or Gygax's advice in his DMG on how to create them, are consistent with the claim that traditional D&D is fundamentally GM-driven. To reiterate: these Gygaxian starting settings will not enter into motion on their own. They have no inherent or self-moving "plots". I've never use Hommlet, but the same properties of B2 mean that I've been able to use it more than once as a backdrop for the sort of game I GM, simply by adding in a few embellishments that link some of the pivotal characters (eg the priest of chaos, the castellan, etc) into the concerns of the PCs and their established trajectory of play.
This is not too different from how I started my Cortex Fantasy game - the players provide the framing/context for their PCs.I have no idea whatsoever how or why a table would frame itself into being anywhere near a tarrasque, but on a smaller scale a table might put itself into an adventure...a cave, say, that has had a bad reputation among the locals for years which has got at least some of the PCs curious as to why...so they explore the cave. One of the players comes up with the idea of the cave being the lair of a dragon some time ago, but as far as anyone knows it hasn't been seen for well over a century.
But I don't think this will work very well. The move from general context to detailed challenge is a pretty crucial one.So they explore the cave(s), building encounters as they go...and eventually get to the end. At first glance it seems empty. Then someone frames a ghostly dragon appearing out of the darkness, and away we go.
Which to me is a mistake of omission.
Assuming the dragon's a challenge, in the usual sense. Maybe it has manifested in order to ask the PCs to carry out some task that will let it rest in peace...This is not too different from how I started my Cortex Fantasy game - the players provide the framing/context for their PCs.
But I don't think this will work very well. The move from general context to detailed challenge is a pretty crucial one.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.