New Dungeoncraft: The Dungeons of Greenbrier Chasm

Stoat said:
I concur. Particularly for the first adventure in a campaign, the players should be prepared to either (a) take the DM's hook and play or (b) address the issue out of character and out of game.

It's also best for the DM to give the players some idea of what to expect before they sit down to play. To some extent, it seems that D&D has a tradition of giving players adventure hooks at the beginning of a game session and then expecting them to figure out what to do from there. This is, in my opinion, a bad tradition. When I sit down to play, I want to know what the PC's are going to do. I don't want to spend 45 minutes making that decision.

I give out potential adventure hooks at the end of each session, and my group uses email and a messageboard to discuss what to do next. If the players don't want to take a hook, they say so (in character or not) and I don't waste time writing an adventure that they won't play.

I fully agree with this, although I'd also add what Klaus said: sometimes it's best to let the player determine his character's motives for "swallowing" a hook.

Usually before I start a campaign I ask my players what type of characters they want to play and whether they'd prefer an urban or rural setting. Then I work out the premise of the campaign, and at the beginning of the first session we finalize the backstories and think of some potential hooks/motivations for the characters. Yet it doesn't work for everyone, so sometimes (i.e. with inexperienced players) it's better to use the "DM fiat" for the first session. Note, however, that although it's fine by me to say that the villagers of Greenbrier force the PCs to take part in the Rite of Passage, as long as you can tell any players who care to ask *WHY* this sort of rite exists in the community.

Usually I drop a lot of potential hooks during a session, if possible. At the end of each session I ask my players if they have any ideas what they want to do during the next session, because it helps with prep work and also caters to their needs better. This doesn't mean that I don't prepare some nasty surprises, but if they'd rather explore the level 3 of the Spiderhaunted Spire than go for the the adventure I thought I'd run, I dig out my notes on the Spire and work on it -- unless there's a campaign plot-related reason to use the other adventure instead.
 

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JohnSnow said:
Emphasis mine.

The problem here isn't actually that you have a player who thinks this hook is illogical. The problem is that YOU think this hook is illogical. So fine, don't use it. There are plenty of perfectly logical explanations for this hook, except that you have arbitrarily decided that they don't fit with YOUR conception of how the Points of Light setting works.


Actually it's how both I and my players would feel about it (I know my players). I'm not sure which "perfectly logical explanations" you're referring to, but yes, there are ways to make it work better. Note that I'm *NOT* debating that such rites have historically existed. Yet my players would want to know *why* this rite exists. Does it have any historical, cultural or religious signifigance? I guess that in most groups it's fine if the DM just says: "You have do it because the whole village pressures you to take part in this tradition. Um, it has existed for so long that nobody really remembers why it's such an important tradition in Greenbrier. Alright, no more questions!" Wouldn't work for my players -- they'd just say that I had been sloppy with my pre-play prep work.

As for your arguments on the points I highlighted from the article -- like I've said before, you can draw parallels to Real World societies or historical eras, but it's not really an accurate assessment to say that "It should work like this since Old West worked like this and Ancient Greece had this and yet Arthurian Myths mention this etcetera etcetera". It's even less credible if you cite different sources and eras for different points. While it's far too early to yet tell how "dark" or "gritty" the "official" 'Points of Light' will be, I really believe that they literally meant all those things mentioned in the articles, because in 4E *everything* seems to be about the heroes preventing the world (or their immediate surroundings) from falling into the Darkness. I haven't yet seen any direct references to Ancient Greece or the Iron Age Ireland (unless you consider Faerie and the Fey as such).

You say that "The weak aren't needed by any society", yet here's the thing: a small farming community which can no longer rely very much on hunting or gathering (due to the monsters and the burning of the forest) either needs *ALL* of its members to survive or has to have trading partners to import more tools, livestock and food. In a farming community even the "weakest" members can participate in some activities that are beneficial for his/her family. In a self-sufficient community that mostly relies on farming for its food, at least 90% of the population have to be farmers. This has been the same in many warrior cultures as well -- even the Mighty Sparta relied on its serfs (that comprised about 95% of the population, IIRC) who farmed the land and provided the food for the upper warrior class (i.e. nobility). And if we think about Africa, yes, their most tribes *had* to weed out the weak because they had to rely on strong hunters. Warrior societies that had slaves or serfs to take care of producing food could *afford* to weed out the weak (they wanted to produce strong *warriors*, after all). Yet in a society that consists primarily of *farmers*, it'd be a foolish thing to sent them out to kill lions to prove their worth, right? So where's the logic behind such a rite?

Also note that a small and (more or less) isolated community quickly falls to inbreeding (i.e. marriages between cousins) which may result in even more "weak" members if you start "weeding out the weak". A town of, say, 2000 people is a completely another matter, and I could understand why they'd want to get rid of the "weakest links" among the population.

I think it's important to consider these things as you're designing the setting. I liked how James mentions the dwarven merchants and caravans which trade with Greenbrier in his first Dungeoncraft installment. This explains how the PCs can get their hands on weapons, armour, adventuring gear and tools. It also presents them with an opportunity to sell loot (which would otherwise be pretty much impossible in small village) and buy masterwork or magical stuff, too. And new PCs may arrive with these caravans into the village, no matter how dangerous the roads become.

What I would have added to the village would be some "mentor-type" NPCs (a wizard, at least) who could have trained the PCs, and probably a contingent of King's or local Duke's soldiers. Maybe these soldiers sent some scouts to explore the Chasm but they never returned? And perhaps the weary captain ask the PCs to later explore the ruins of the Tower Watch so that he could establish it as a proper military base? This may even be the original reason why the soldiers were sent to the village, but they are too weak to take on the ruins themselves.

I know very well that if I DMed for less inquisitive players who love to pay attention to (and ask about) a gazillion little detail in the setting (economy, religions, local customs, architecture, etc.), I'd probably get off far easier. However, I also love world-building, so I actually take pride in seeing my players really caring deeply about the setting and immersing themselves in it. The downside to this is that they *expect* me to spend a lot of time in fleshing out a lot of details and NPCs.
 

Primal said:
As for your arguments on the points I highlighted from the article -- like I've said before, you can draw parallels to Real World societies or historical eras, but it's not really an accurate assessment to say that "It should work like this since Old West worked like this and Ancient Greece had this and yet Arthurian Myths mention this etcetera etcetera".

"Points of light" is a broad philosophy, not a physical law. It draws on various inspirations, and those mentioned appear eminently reasonable.

It's even less credible if you cite different sources and eras for different points. While it's far too early to yet tell how "dark" or "gritty" the "official" 'Points of Light' will be, I really believe that they literally meant all those things mentioned in the articles, because in 4E *everything* seems to be about the heroes preventing the world (or their immediate surroundings) from falling into the Darkness.

The world is IN darkness. Whether it will fall FURTHER into darkness, or whether it is coming OUT OF darkness, is not something discussed in W&M. You can run something like Midnight if you want. You can also run something like Britannia in Ultima 4 if you want. Both are examples of settings where the world is full of dangerous monsters, people stick to the safe and trusted routes, civilisation is rare, and yet one is on a downward trajectory while the other is heading upwards.

I think it's important to consider these things as you're designing the setting.

"Setting"? D00d, it's a sample adventure. Why do you persist in making a mountain out of a molehill?
 
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hong said:
"Points of light" is a broad philosophy, not a physical law. It draws on various inspirations, and those mentioned appear eminently reasonable.

The world is IN darkness. Whether it will fall FURTHER into darkness, or whether it is coming OUT OF darkness, is not something discussed in W&M. You can run something like Midnight if you want. You can also run something like Britannia in Ultima 4 if you want. Both are examples of settings where the world is full of dangerous monsters, people stick to the safe and trusted routes, civilisation is rare, and yet one is on a downward trajectory while the other is heading upwards.

Yes, it draws on various inspirations, but I don't think you can draw *exact* comparisons with RW. And I wouldn't explain this concept to anyone as "You know, kind of like the Old West, except with something from the Greek City States and yet the mythology from Iron Age Ireland . It's almost as accurate to state that "You know, sort of like crossbreed between 'Lord of the Rings' and 'Wheel of Time', but only without Aragorn or Frodo, but your characters are like Rand Al'Thor or Mat Cauthon. And yeah, a lot of Darkness but no Dark Lord or Sauron and no trolloks but orcs."

On your second paragraph -- I agree. Yet here's the thing: the concept itself is pretty *narrow*, but it allows for broad interpretation and variance if you want to. That's not the point here. I think it's pretty relevant how WoTC defines this concept, because that's more or less how it will be presented in the rule books and published adventures. Of course, if you only buy the first core books and rewrite the basic premise of this concept to suit your own hombrewed setting and adventures, it's not necessarily relevant to you at all.

"Setting"? D00d, it's a sample adventure. Why do you persist in making a mountain out of a molehill?

Really? I thought these installments were about building your own 4E 'Points of Light' setting, and which kind of adventures you could run there, because it's usually pretty relevant to consider how and why you can link your adventure to the setting (and the PCs), right? Of course, this depends on your DMing style and your players. In some groups it'd just fine if the DM just said: "You all live in a small village and now that you're entering adulthood you guys need to go through a Coming of Age-ritual at this huge chasm. So you get there." And this is just fine -- it just doesn't work for me or my players. And I'd dare guess that there others who feel the same way.

So I happen to like world-building and detailing my setting, which you apparently do not. Neither of us are right or wrong -- it's just a matter of differences in style and preferences.
 

Primal said:
Yes, it draws on various inspirations, but I don't think you can draw *exact* comparisons with RW. And I wouldn't explain this concept to anyone as "You know, kind of like the Old West, except with something from the Greek City States and yet the mythology from Iron Age Ireland . It's almost as accurate to state that "You know, sort of like crossbreed between 'Lord of the Rings' and 'Wheel of Time', but only without Aragorn or Frodo, but your characters are like Rand Al'Thor or Mat Cauthon. And yeah, a lot of Darkness but no Dark Lord or Sauron and no trolloks but orcs."

Hm. So, the more cultural and historical precedents are given, the more jumbled in your mind the concept becomes. This is a new phenomenon, the inversion of the relationship between evidence and credibility. But I guess it does help explain the lack of any similar precedents that have been presented on your side of the equation.


Really? I thought these installments were about building your own 4E 'Points of Light' setting, and which kind of adventures you could run there, because it's usually pretty relevant to consider how and why you can link your adventure to the setting (and the PCs), right?

Insert six billion chickens example here.
 

hong said:
Hm. So, the more cultural and historical precedents are given, the more jumbled in your mind the concept becomes. This is a new phenomenon, the inversion of the relationship between evidence and credibility. But I guess it does help explain the lack of any similar precedents that have been presented on your side of the equation.

Did I say or imply in any way that "the more cultural and historical precedents are given, the more jumbled the concept becomes in my mind"? No, I don't think so.

If you take another look at my post, I tried to convey the feeling a player -- especially a new player or a player who is not very familiar with history -- might have if a DM uses several cultural or historical comparisons in no structured relation to each other.

Why would I use "similar precedents" if the references are pretty loose in the cultural context anyway? After all, we're talking about a certain concept that exists within fantasy fiction and gaming. Therefore, usually I prefer not to use any direct RW comparisons, *unless* the game itself is set in a RW historic era (such as 'Agon') or deals with elements that are clearly identified as belonging to a single era/culture (such as 'Ganagakok'). That said, I'd describe a 'Points of Light' setting as what it is -- a fictional "pseudomedieval" setting with unique traits that set it apart from RW.

Insert six billion chickens example here.

Which is? Tell me -- do you actually have anything constructive to say on this topic at all, or are you finally finished with your off-topic comments? Just wondering...
 

Primal said:
Which is? Tell me -- do you actually have anything constructive to say on this topic at all, or are you finally finished with your off-topic comments? Just wondering...

Hong hasn't been off-topic at all (which is remarkable, in itself!). You seem to have a very unique view of what PoL means, contrary to what most people in this thread believe it to mean. Your above comment strikes me as somewhat shrill, and inappropriate.

In other words: you seem to have this person's problem. ;)
 

Kesh said:
Hong hasn't been off-topic at all (which is remarkable, in itself!). You seem to have a very unique view of what PoL means, contrary to what most people in this thread believe it to mean. Your above comment strikes me as somewhat shrill, and inappropriate.

In other words: you seem to have this person's problem. ;)

Maybe, although I'd hardly call it "unique". What makes you think my comments are "shrill and inapprobriate"?

Maybe I've interpreted the Dungeoncraft and 'Points of Light' articles in a different light than most people, but to me it seems that this concept is about:

1) The world consists of tiny, flickering Points of Light among a vast sea of Darkness
2) It's up to the PCs (the protagonists) to stop the world from falling into oblivion
3) The setting should remain a bit vague and filled with undetailed spot to allow you to "drop things out of the books" anywhere
4) It's okay to be a lazy DM, as 4E is not about details or creativity as such -- it's about the PCs and more "fun"

Anyway, that's how I see it. Then again, I'm not a native speaker, so some nuances might have escaped me. Whether that's how things will be represented in "official" lore -- maybe, or maybe not. In any case, although the basic premise is pretty narrow, there's naturally a lot of room for individual DMs to interpret or rewrite stuff to fit their own campaign settings better. I don't have a problem with that.

However, I (both as a player and DM) like about details and at least *some* degree of realism and internal consistency in the setting. Is it inapprobriate or "wrong", if everyone (in my group) thinks a vivid and believable setting is more "fun" than a bunch of new and cool abilities?

As for Hong -- has he really posted any arguments of substance or relevance on this thread? I have failed to notice. I think he's mostly interested in trolling. Or maybe it's about him being (evidently) in the "pro-4E" camp and me being on the other side of the fence (i.e. being highly critical of 4E/WoTC)? You see, I think it's rather sad that even reasonable people lose all interest in civil discussion to make personal attacks at the "enemy" (and IMHO both "sides" are equally guilty of this) -- even when you'd under "normal" circumstances agree with them or would present intelligent counter-arguments that would be constructive and beneficial to the discussion. And the saddest thing, in my opinion, is that this has driven some people to pick sides they wouldn't have -- e.g. you might have decided to jump into the "pro-4E" camp just because some "Anti-4E" people resorted to personal insults after you happened to post some positive comments about the latest article. And vice versa. And here's the thing: I don't think either "side" really represents any sort of "majority" among the gamers, although both like to claim so. In the end, it's the "fence-sitters" (and potential new customers) who shall determine the fate of D&D.
 
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Primal said:
It's okay to be a lazy DM
You say that like it's a bad thing.

One of rpgs biggest problems is the difficulty in finding GMs. Any idea that lowers the hurdles potential GMs have to jump over is a good one. And one of the major criticisms of 3e is the long prep time required statting up NPCs and advanced/templated monsters.
 

Doug McCrae said:
You say that like it's a bad thing.

One of rpgs biggest problems is the difficulty in finding GMs. Any idea that lowers the hurdles potential GMs have to jump over is a good one. And one of the major criticisms of 3e is the long prep time required statting up NPCs and advanced/templated monsters.

Indeed, from my personal perspective it's a bad thing, but for new DMs and DMs who don't like to do pre-play prep it's a good thing. Note that I'm not saying that it's "wrong" to be a "lazy" DM -- it's just that I wouldn't want to be part of a group which has a DM who prefers "dropping stuff out of the books" or even "stealing" (which James does a lot in his articles). Heck, if I tried to drop Silverymoon or Hommlet into a "homebrewed" 'Points of Light' setting, my players (who are long-time FR and Greyhawk veterans) would most likely walk out of the campaign. I hope that 4E DMG also encourages worldbuilding and doing pre-play prep (if even as an "option") so that not all new DMs learn that "everyone steals so why bother with original creativity at all".
 

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