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Sandboxes? Forked from Paizo reinvents hexcrawling
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<blockquote data-quote="Ariosto" data-source="post: 5131572" data-attributes="member: 80487"><p>Bingo!</p><p></p><p>Not that Gygax did not <em>try</em> to explain a game master's role, when he came to write the AD&D books. The <em>Dungeon Masters Guide</em> is an extended discourse on the art.</p><p></p><p>However, it <em>is</em> an art, as is the craft of game design in which GMs are partners with the authors of RPG handbooks they use. </p><p></p><p>My interest as a DM lies not in any ideology but in a playable and interesting game. Action and drama are primary, but the challenge of problem solving has its place.</p><p></p><p>I DM the kind of game I prefer to play. I figure other people might have a similar preference, even if they have for long been familiar only with what's in vogue from the biggest publishers. After all, the AD&Ders who appreciated the difference in Dragonlance and later developments might not have been very keen on much of what had come before. RuneQuest had made a pretty respectable showing in direct competition with AD&D as a "sword & sorcery" game with a different take on nearly every aspect.</p><p></p><p>If there really is some sudden upturn in discussion of the free-range campaign, I sure don't see how it's much more than <em>some</em> visibility in quarters where it had been such an endangered species for so long as to make it seem exotic.</p><p></p><p>And here comes WotC -- Remember "back to the dungeon"? -- with its points of light in a dark age, heroes who venture into the great monster-infested wilderness! It's like deja vu all over again.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5131572, member: 80487"] Bingo! Not that Gygax did not [i]try[/i] to explain a game master's role, when he came to write the AD&D books. The [i]Dungeon Masters Guide[/i] is an extended discourse on the art. However, it [i]is[/i] an art, as is the craft of game design in which GMs are partners with the authors of RPG handbooks they use. My interest as a DM lies not in any ideology but in a playable and interesting game. Action and drama are primary, but the challenge of problem solving has its place. I DM the kind of game I prefer to play. I figure other people might have a similar preference, even if they have for long been familiar only with what's in vogue from the biggest publishers. After all, the AD&Ders who appreciated the difference in Dragonlance and later developments might not have been very keen on much of what had come before. RuneQuest had made a pretty respectable showing in direct competition with AD&D as a "sword & sorcery" game with a different take on nearly every aspect. If there really is some sudden upturn in discussion of the free-range campaign, I sure don't see how it's much more than [i]some[/i] visibility in quarters where it had been such an endangered species for so long as to make it seem exotic. And here comes WotC -- Remember "back to the dungeon"? -- with its points of light in a dark age, heroes who venture into the great monster-infested wilderness! It's like deja vu all over again. [/QUOTE]
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