Non-Traditional Game Styles

LostSoul

Adventurer
The Traditional Style:

The PCs are adventurers by trade. The DM, who decides everything about the world save the actions of the PCs, drops a plot hook for them. This leads the party to a strange "dungeon" (that is, mapped) complex filled with monsters, traps, and treasures appropriate to thier power level.

Does anyone play the game in a strange and unorthodox way?

Perhaps the DM lets the players determine more of the plot by letting them bring up thier own plot twists and surprises into the mix, or introducing NPCs on the fly.

Perhaps the players take on the roles of different PCs throughout the game, sometimes running into thier old PCs as NPCs.

Maybe the DM doesn't use maps at all, just links important encounter "scenes" together as is done in a movie, letting the players pick which "scenes" they choose to explore.

Any other thoughts on this?
 

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Way I do it

PCs are members of their community - a village surrounded by a vibrant world - PCs have full reign over the World map (region) and are free to go and explore where they like within that scope.

Mechanically the Map (an Island) is plotted into 20 (or so) spaces each space having at least 3 'random encounters' planned. Also 'Encounters' are subdivided into Encounters (monsters, NPCs) and Events (things that happen eg Disease, Crop failure, Solar Eclipse)

The game has two main 'arenas'

1. PCs interact with their community and surrounding world and have full control of what they and their supporters (freinds, family, employees) do. PCs might attempt to affect other PCs (including introducing new events (eg disease), introducing new elements (organise a carnival) or simply enhance themselves (train/research).

2. Dm presents Events and Encounters happening in the world which affect the village, PCs react to those occurances in the appropriate manner. This might occur at village level ((eg respond to Orc raid) or at adventure level (eg conduct a raid).

Actual 'adventures' are a logical series of thematically-linked 'Plot events' (ie scenes) overlaid on the map whereever they happen to be appropriate.
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I have experimented in collaborative games with NO DM. Mine was simply another character within the adventure in which we were stranded on a deserted island and we all had to work together to survive. Each PC was able to describe what they world around them was like and the others would pick it up and continue

PS I'm sure we did a BIG discussion of this on the old boards...
 

That sounds pretty cool. In the past I've been bored with the "DM as Dictator" role as both player and DM. I've wondered how you might alter game play in order to spice things up.

I think giving the players more control over the game world (areas, certain NPCs) would make for an interesting game. One that might pull the players into the campaign setting - it's no longer just the DM's baby, but thier own. And a great source for plot hooks. (I care more about the NPCs I design than the NPCs the DM has; so when they are threatened, I react with more interest.)
 

LostSoul said:
The Traditional Style: The PCs are adventurers by trade. The DM, who decides everything about the world save the actions of the PCs, drops a plot hook for them. This leads the party to a strange "dungeon" (that is, mapped) complex filled with monsters, traps, and treasures appropriate to thier power level.

Uh... Isn't this the style of basic D&D? I mean traditional style of RPG has been altered many times since the first edition of the boxed set. I see that it has returned with the 3E but call it traditional, is that politically correct? I know that games like Dungeon Siege, Diablo, and even many parts of D&D are like this but are they all? That sounds a bit repetive to me.

On to what I game myself... I never game "traditional" since I find it quite boring and anything but stimulating, as it is almost like playing Diablo over and over again, with no other rewards that getting gold and gaining levels. Not that I think that those who game in this way are wrong or even inferior, it is just not my cup of tea. To me RPGing is far more than this, and to my players as well. There are more rewards that stats and XPs to be gained. Goals for example that are finally realized are one great example.

I play Hârn exclusively these days, although I am to embark upon a 3E Kalamar campaign between my Hârn sessions. The thing is with Hârn that most of the gaming is centered around a world that is extremely non-"traditional". This means that the adventures are more widespread ranging from meddle between warring nobles, finding lost miners, guarding caravans, searching for lost cultures, getting involved in intrigues within guilds, solving murder mysteries, to name some adventuring. Not to say D&D can not be like this but since the original question was about "traditional" gaming I must have my say.

The key to my gaming is to make sure that the world around the players evolve without them being a major part of it all of the time. There is nothing worse than a static world such as those found in computer roleplaying games. Although I like to play those, having the same style in P&P would be disastrous for me and my gaming group. News, rumours and events are always a major part in our sessions because it creates a living world. I usually also do not let the players be more than smaller parts of the whole. I have read too many books where people save the world from the ultimate evil and so have my players. I do not want to game that way.

Another part is to stress family in gaming, and social responsibilities. In Hârn the traditional adventurers do not exist. There is no one who can say they make a living by adventuring. The latter comes through events that often shakes the foundation of the lives the PCs are built upon. A lost family member, a murdered person who was someone they knew, or having to guard a caravan to get enough money to go by. I know that this may sound boring to many of the "traditional" gaming but to me and my group, it is the best kind of roleplay. Remember that each to his own.

Other aspects that makes my gaming tick is the fact that the players have goals in their lives; getting enough money to buy a membership in the Innkeepers' Guild and eventually get their own inn, getting knighted for saving an important noble, or even getting a patch of land that will support their families. Don't worry, there is plenty of adventure as well with magic and beasts but these are awesome encounters and not an everyday event. As you can tell I really like low-ley gaming which of course is not the same as gritty. Although low-key and gritty is a fantastic combination.

I use maps all of the time, both regional, local, and floorplans. It adds spice to the game and since I freelance as a mapper I always have maps to show to the players. Other stuff that make our gaming different from "traditional" gaming includes the fact that we play with more realism than typical fantasy games, and players can die if they are not careful. Even the lowliest beggar is dangerous if he plunges a dagger in the back of a character.

Finally, and at the end of this rant, an important factor in our gaming is consistency and make-sense feel. There is nothing wrong with a dungeon as long as it makes sense why it is there. Having a 10 level deep dungeon for the sake of it without any explanation on what and who could have build such an awesome wonder is not for us. We want logical and constructive backgrounds because the world we game in is just like that. It has nothing to do with the rulesystem because you can with the right guide play D&D in Hârn and our campaign.

To get the difference between a "traditional" game (read: not D&D because it says so in the PHB) and my type of gaming here is an example: A baron is executing peasants because he is bored and it amuses him. In a normal game the baron would be challenged by adventurers and heroes but within a fundamental feudal society those heroes either need to be of higher status or sent by the king to stop this madness (if the king even cares about serfs). Just walk up to the baron, by either attacking him and his cruel men, or threaten him will get the PCs either hanged or whipped from the gates. Our game is extremely medieval in style and of such it works in the same way as it did in the 12th century.

If you want more info (I doubt it) about my gaming style have a look at the link button below that reads Hârn Tales. It will quite take this rant further. Yeah I know, I am a boring Troll. :rolleyes:
 
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