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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8942324" data-attributes="member: 82106"><p>Maybe. I mean, Torchbearer 2 includes the feature that the GM makes maps (of the overall world, possibly of towns as well, though I have not seen that done). The GM also pregenerates a list of obstacles which constitute a given adventure. This will be fairly 'low res' IME, though some details might be pretty nailed down. In general though, if a player can make a check, then they can establish something, like the presence of their ally (this could be very unlikely depending on who the ally is, maybe even impossible). So there's a bit of a hybrid thing going on (and DW also has GM maps and fronts that provide SOME information). </p><p></p><p>So, I could see maybe playing certain types of modules. I ran one or two pre-written 4e adventures for example. I also had quite a bit of notes and stuff for some sessions of play, especially in my first campaign. I think a module like Phandelver COULD work, its very location-based, and honestly the players can probably do what they want with a lot of it. For example my Dwarf Transmuter took over Cragmaw and created a barony (he also killed the Dragon, or at least disposed of it via a clever ploy). Eventually we did visit all of the module's locations and sorted out the mine, etc. pretty much as-written, but a lot of how things went in our game were pretty much based on what the PCs wanted, not what was in the planned story arc. I'm not sure I would compare it with running Dungeon World, but it was fairly loose for D&D. </p><p></p><p>I'd also note that we didn't really do any hacking on the rules, or even using suggested optional ones beyond feats and whatever is standard. Mostly the GM just let us 'do stuff' unless it was really dramatic, though I think we could have got a lot of mileage out of partial success! Also I think DW's bonds and alignment and such beat the tar out of BIFTs and Inspiration as written.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8942324, member: 82106"] Maybe. I mean, Torchbearer 2 includes the feature that the GM makes maps (of the overall world, possibly of towns as well, though I have not seen that done). The GM also pregenerates a list of obstacles which constitute a given adventure. This will be fairly 'low res' IME, though some details might be pretty nailed down. In general though, if a player can make a check, then they can establish something, like the presence of their ally (this could be very unlikely depending on who the ally is, maybe even impossible). So there's a bit of a hybrid thing going on (and DW also has GM maps and fronts that provide SOME information). So, I could see maybe playing certain types of modules. I ran one or two pre-written 4e adventures for example. I also had quite a bit of notes and stuff for some sessions of play, especially in my first campaign. I think a module like Phandelver COULD work, its very location-based, and honestly the players can probably do what they want with a lot of it. For example my Dwarf Transmuter took over Cragmaw and created a barony (he also killed the Dragon, or at least disposed of it via a clever ploy). Eventually we did visit all of the module's locations and sorted out the mine, etc. pretty much as-written, but a lot of how things went in our game were pretty much based on what the PCs wanted, not what was in the planned story arc. I'm not sure I would compare it with running Dungeon World, but it was fairly loose for D&D. I'd also note that we didn't really do any hacking on the rules, or even using suggested optional ones beyond feats and whatever is standard. Mostly the GM just let us 'do stuff' unless it was really dramatic, though I think we could have got a lot of mileage out of partial success! Also I think DW's bonds and alignment and such beat the tar out of BIFTs and Inspiration as written. [/QUOTE]
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