Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aldarc" data-source="post: 8936297" data-attributes="member: 5142"><p>I will give this a shot. I am in one group that is playing <em>B/X</em>. This is a well-designed game for map and key scenarios, especially of the dungeon-crawling variety. The GM is using Keep on the Borderlands. I know from experience being on the other side of the screen that nearly everything in B2 literally has a map and key component. I know that the key even tells how much money a given resident of the keep is carrying. When it comes to the Caves of Chaos, the caves are also mapped out, keyed, and detailed. It's probably the most frequently mapped and keyed module in the history of the game. The caves, doors, tunnels, and so on all have fixed positions. Admittedly, the map is not permanently immutable. A cave-in, for example, that's part of play could change the map and key. </p><p></p><p>However, imagine that we were playing Keep on the Borderlands using <em>Dungeon World</em>. (Actually, I do sometimes think during play about how certain parts of this campaign would have gone if we were using other systems.) There may be an initial map of the outer Caves of Chaos in the ravine that the GM sketches out to help frame the scene. However, the GM is not likely consulting a map or key here, especially once the players go into the caves. For example, a player may look for a hidden door in the caves, a move which prompts the GM to call for a Discern Realities roll. The DW GM does not have a map or key to tell them that there is a hidden door where the PC is looking. In a map and key game like <em>B/X</em>, the B/X GM could easily consult the prep and know that there isn't. But the player's Discern Realities result of <7 means that the GM is required by the game rules to make a <strong><em>hard move</em></strong>. The GM decides that what makes the most sense in the fiction is to "split the party": the PC has triggered a hidden door in the cave wall that rotates them around to another tunnel. If we consulted that original map and key of that cave in B/X, that tunnel and hidden door wouldn't or even shouldn't be there! It would be a violation of map and key play! </p><p></p><p>A fair number of people who prefer map and key play often find this latter approach to be an offensive foul on the play's integrity! But it would be similar to an American football fan watching a game of rugby union and being offended every time that the rugby players did something that would be illegal in American football but is perfectly legal or normal in rugby union. The game of rugby works perfectly fine by its own rules and principles. Rugby does not need to conform to the norms of American football.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8936297, member: 5142"] I will give this a shot. I am in one group that is playing [I]B/X[/I]. This is a well-designed game for map and key scenarios, especially of the dungeon-crawling variety. The GM is using Keep on the Borderlands. I know from experience being on the other side of the screen that nearly everything in B2 literally has a map and key component. I know that the key even tells how much money a given resident of the keep is carrying. When it comes to the Caves of Chaos, the caves are also mapped out, keyed, and detailed. It's probably the most frequently mapped and keyed module in the history of the game. The caves, doors, tunnels, and so on all have fixed positions. Admittedly, the map is not permanently immutable. A cave-in, for example, that's part of play could change the map and key. However, imagine that we were playing Keep on the Borderlands using [I]Dungeon World[/I]. (Actually, I do sometimes think during play about how certain parts of this campaign would have gone if we were using other systems.) There may be an initial map of the outer Caves of Chaos in the ravine that the GM sketches out to help frame the scene. However, the GM is not likely consulting a map or key here, especially once the players go into the caves. For example, a player may look for a hidden door in the caves, a move which prompts the GM to call for a Discern Realities roll. The DW GM does not have a map or key to tell them that there is a hidden door where the PC is looking. In a map and key game like [I]B/X[/I], the B/X GM could easily consult the prep and know that there isn't. But the player's Discern Realities result of <7 means that the GM is required by the game rules to make a [B][I]hard move[/I][/B]. The GM decides that what makes the most sense in the fiction is to "split the party": the PC has triggered a hidden door in the cave wall that rotates them around to another tunnel. If we consulted that original map and key of that cave in B/X, that tunnel and hidden door wouldn't or even shouldn't be there! It would be a violation of map and key play! A fair number of people who prefer map and key play often find this latter approach to be an offensive foul on the play's integrity! But it would be similar to an American football fan watching a game of rugby union and being offended every time that the rugby players did something that would be illegal in American football but is perfectly legal or normal in rugby union. The game of rugby works perfectly fine by its own rules and principles. Rugby does not need to conform to the norms of American football. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
Top