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New L&L for 22/1/13 D&D Next goals, part 3
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<blockquote data-quote="pemerton" data-source="post: 6080501" data-attributes="member: 42582"><p>I really like Moldvay's GM advice, and I'm glad you've called it out. Page-for-page I think it's better than the 4e DMG.</p><p></p><p>What I found, though, was I could never quite seem to get Moldvay's advice to fit his mechanics, precisely because of this:</p><p></p><p></p><p></p><p>In other words, Moldvay's D&D, and his discussion of scenario design, made me want to run a non-classic-dungeoncrawl game - but it took the original Oriental Adventures to actually give me the material to really do that for the first time.</p><p></p><p></p><p>I'm not sure you've really grasped what [MENTION=205]TwoSix[/MENTION] wants out of RPGs. There was nothing in there about videogames, or that struck me as "videogamey".</p><p></p><p>I mean, looking at the list:</p><p></p><p style="margin-left: 20px">Use my powers.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Interact with interesting NPCs. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Fight, not as a last resort, but because there are bad guys that need whupping, and I'm the biggest ass-whupper around.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Avoid caution, because my character can handle almost anything I throw at him short of pure suicide.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Travel the planes, not because I got the right spell, but because the party managed to complete the ritual at the altar of the fallen temple that opened a passageway to Hell.</p><p></p><p>Where's the videogame? What I see there first and foremost is <em>immediacy</em> - in the situation that the GM is describing things are happening to my PC <em>now.</em> There's no <em>time</em> to faff around with encumbrance, or planning spell books - I have to <em>act</em>, and because the NPCs are interesting, and because a passageway to Hell has just opened, and because I'm the biggest ass-whupper around, when I act it will <em>matter</em>. Stuff will happen.</p><p></p><p>At least for me, the emotional experience of playing a spell-stocktake game is something like the emotional experience of doing a crossword, or winning at Connect-4. It's puzzle-solving. I think TwoSix is looking for a more visceral experience, one that is closer, in play, to reading REH's Conan (minus the virulent racism, I guess) or to watching John Boorman's Excalibur. It's about players and GM collaborating to create a drama rather than a spreadsheet.</p><p></p><p>As for death or glory - even in my rather staid academic life I feel I've had moments of glory, though I was never in danger of dying. A game can have high stakes, stupefyingly intense stakes, without having to put the PCs' lives on the line in any mechanical sense.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6080501, member: 42582"] I really like Moldvay's GM advice, and I'm glad you've called it out. Page-for-page I think it's better than the 4e DMG. What I found, though, was I could never quite seem to get Moldvay's advice to fit his mechanics, precisely because of this: In other words, Moldvay's D&D, and his discussion of scenario design, made me want to run a non-classic-dungeoncrawl game - but it took the original Oriental Adventures to actually give me the material to really do that for the first time. I'm not sure you've really grasped what [MENTION=205]TwoSix[/MENTION] wants out of RPGs. There was nothing in there about videogames, or that struck me as "videogamey". I mean, looking at the list: [indent]Use my powers. Interact with interesting NPCs. Fight, not as a last resort, but because there are bad guys that need whupping, and I'm the biggest ass-whupper around. Avoid caution, because my character can handle almost anything I throw at him short of pure suicide. Travel the planes, not because I got the right spell, but because the party managed to complete the ritual at the altar of the fallen temple that opened a passageway to Hell.[/indent] Where's the videogame? What I see there first and foremost is [I]immediacy[/I] - in the situation that the GM is describing things are happening to my PC [I]now.[/I] There's no [I]time[/I] to faff around with encumbrance, or planning spell books - I have to [I]act[/I], and because the NPCs are interesting, and because a passageway to Hell has just opened, and because I'm the biggest ass-whupper around, when I act it will [I]matter[/I]. Stuff will happen. At least for me, the emotional experience of playing a spell-stocktake game is something like the emotional experience of doing a crossword, or winning at Connect-4. It's puzzle-solving. I think TwoSix is looking for a more visceral experience, one that is closer, in play, to reading REH's Conan (minus the virulent racism, I guess) or to watching John Boorman's Excalibur. It's about players and GM collaborating to create a drama rather than a spreadsheet. As for death or glory - even in my rather staid academic life I feel I've had moments of glory, though I was never in danger of dying. A game can have high stakes, stupefyingly intense stakes, without having to put the PCs' lives on the line in any mechanical sense. [/QUOTE]
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