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General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="iserith" data-source="post: 7910355" data-attributes="member: 97077"><p>What is being altered in play in the manner that is being advocated in this thread? Everything I stated above is the design and prep of the game. I designed and prepared that structure and the fictional conceits that underpinned it. During play, it was just a matter of letting the PCs act in that sandbox with their understanding of the structure and their chosen goal: defeat the dungeon.</p><p></p><p></p><p></p><p>I address this a ways upthread. Plot-based games have to have locations. But location-based games don't have to have plot. My next campaign is a hexcrawl with a megadungeon at the center and three towns. There will be no plot. Players will do as they please session to session. They don't have to follow a storyline.</p><p></p><p></p><p></p><p>Thanks for the kind words. I have the benefit of working with some other DMs who are also presenting, some for the first time, things like hex crawls and dungeon delves, having run chiefly plot-based scenarios for years. They are seeing the same response that I'm seeing and I've got decades of experience on them in the chair. So, while obviously what I'm seeing is anecdotal, there's a demand for this regardless of DM (or so it seems).</p><p></p><p>That said, as I mentioned above, I'm not even advocating for one single thing, just that people try to do things they don't normally do. I do the whole spectrum of games, not just the one. It keeps you on your toes.</p></blockquote><p></p>
[QUOTE="iserith, post: 7910355, member: 97077"] What is being altered in play in the manner that is being advocated in this thread? Everything I stated above is the design and prep of the game. I designed and prepared that structure and the fictional conceits that underpinned it. During play, it was just a matter of letting the PCs act in that sandbox with their understanding of the structure and their chosen goal: defeat the dungeon. I address this a ways upthread. Plot-based games have to have locations. But location-based games don't have to have plot. My next campaign is a hexcrawl with a megadungeon at the center and three towns. There will be no plot. Players will do as they please session to session. They don't have to follow a storyline. Thanks for the kind words. I have the benefit of working with some other DMs who are also presenting, some for the first time, things like hex crawls and dungeon delves, having run chiefly plot-based scenarios for years. They are seeing the same response that I'm seeing and I've got decades of experience on them in the chair. So, while obviously what I'm seeing is anecdotal, there's a demand for this regardless of DM (or so it seems). That said, as I mentioned above, I'm not even advocating for one single thing, just that people try to do things they don't normally do. I do the whole spectrum of games, not just the one. It keeps you on your toes. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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