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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Scenario starting points and PC's position in the gameworld
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="pemerton" data-source="post: 5565445" data-attributes="member: 42582"><p>Fully agreed with this. But that's definitely <em>not</em> how this scenario's starting point is presented.</p><p></p><p>Nothing wrong with this. I'm not sure it should be the default assumption, but even if it is, it's <em>not</em> the feeling that I get from the scenario in question.</p><p></p><p></p><p>I think the Against the Giants and Isle of the Ape starting points suffer from being such ludicrous railroads. (Is the Against the Giants intro a legacy of its tournament origins?)</p><p></p><p>Keep on the Borderlands and the Lost City, on the other hand, I don't have a negative reaction to. At least they give the GM a sense of the sort of situation the scenario author has envisaged as the prelude to the adventure - a situation that is easily conceivable for fantasy PCs, and from which the module scenario follows farily sensibly.</p><p></p><p></p><p>In my view the last sentence is a red herring. Of course a published scenario might require altering. My complaint is about an introductory framework that (i) contributes nothing to the framing of the adventure - unlike some of the intros that Hussar has mentioned - and (ii) that is in very obvious tension (in my view, contradiction) with the ruleset's default characterisation of paragon-tier PCs.</p><p></p><p>The Lost City intro tells me straight away what the module is about - PCs are swords-and-sorcery types who are about to get caught up in a swords-and-sorcery adventure - a Lost City! The intro that I'm complaining about doesn't do anything like that. On the contrary, in my view it contributes to the already somewhat widespread view that 4e is deviod of significant fictional or thematic content that actually contributes to the play of the game.</p><p></p><p></p><p>The scenario I refer to would be just as playable with no hook at all. So what does the hook do? It doesn't do the job of a Lost City-style intro - of setting the scene and kicking off the scenario. It doesn't do the job of an Against the Giants-style intro - of railroading the PCs into the evening's game. It's wasted ink.</p><p></p><p>If the module writer isn't prepared to follow Moldvay's lead and actually present a framing for the scenario that kicks it off in the right way, they would be better off to give a bit more introductory advice about what the main points of the scenario are, and therefore what sorts of themes or hooks the GM might use to bring the PCs into it. I think one reason the author doesn't do this is because there seems to be an approach to D&D module writing which is too much of the "write a story" school and not enough of the "present the GM with a tool" school. So rather than a frank metagame discussion by the author of how the module might be framed and introduced, the author writes a completely lame and anodyne introductory story. (And at least Moldvay's introductory story <em>shows</em> the GM how the module's author envisages it being used to make a compelling game. I can imagine someone picking up the Lost City and thinking "That's pretty cool, maybe I should find out more about this D&D thing!" Did the author in Open Grave really think anyone would have the same response to the intro I'm criticising?)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5565445, member: 42582"] Fully agreed with this. But that's definitely [I]not[/I] how this scenario's starting point is presented. Nothing wrong with this. I'm not sure it should be the default assumption, but even if it is, it's [I]not[/I] the feeling that I get from the scenario in question. I think the Against the Giants and Isle of the Ape starting points suffer from being such ludicrous railroads. (Is the Against the Giants intro a legacy of its tournament origins?) Keep on the Borderlands and the Lost City, on the other hand, I don't have a negative reaction to. At least they give the GM a sense of the sort of situation the scenario author has envisaged as the prelude to the adventure - a situation that is easily conceivable for fantasy PCs, and from which the module scenario follows farily sensibly. In my view the last sentence is a red herring. Of course a published scenario might require altering. My complaint is about an introductory framework that (i) contributes nothing to the framing of the adventure - unlike some of the intros that Hussar has mentioned - and (ii) that is in very obvious tension (in my view, contradiction) with the ruleset's default characterisation of paragon-tier PCs. The Lost City intro tells me straight away what the module is about - PCs are swords-and-sorcery types who are about to get caught up in a swords-and-sorcery adventure - a Lost City! The intro that I'm complaining about doesn't do anything like that. On the contrary, in my view it contributes to the already somewhat widespread view that 4e is deviod of significant fictional or thematic content that actually contributes to the play of the game. The scenario I refer to would be just as playable with no hook at all. So what does the hook do? It doesn't do the job of a Lost City-style intro - of setting the scene and kicking off the scenario. It doesn't do the job of an Against the Giants-style intro - of railroading the PCs into the evening's game. It's wasted ink. If the module writer isn't prepared to follow Moldvay's lead and actually present a framing for the scenario that kicks it off in the right way, they would be better off to give a bit more introductory advice about what the main points of the scenario are, and therefore what sorts of themes or hooks the GM might use to bring the PCs into it. I think one reason the author doesn't do this is because there seems to be an approach to D&D module writing which is too much of the "write a story" school and not enough of the "present the GM with a tool" school. So rather than a frank metagame discussion by the author of how the module might be framed and introduced, the author writes a completely lame and anodyne introductory story. (And at least Moldvay's introductory story [I]shows[/I] the GM how the module's author envisages it being used to make a compelling game. I can imagine someone picking up the Lost City and thinking "That's pretty cool, maybe I should find out more about this D&D thing!" Did the author in Open Grave really think anyone would have the same response to the intro I'm criticising?) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Scenario starting points and PC's position in the gameworld
Top