Ourph said:
This is it for me too, almost. "Sense of Wonder" is the feeling that anything could be around the next corner, that something really terrible or really wonderful could happen. In order for me to keep that going though, those things do, occasionally, have to happen. If what is around the corner is exactly the same every time or never takes me by surprise, the game gets boring. So having the unexpected happen occasionally is integral.
Yes. This is why Random Encounter Tables are
key to the Sense of Wonder. It's also imperative that the Encounter Tables be wildly CR inappropriate (both high and low), to remind the PC's that the world was not made for their adventuring benefit, but is a real and dangerous place.
It took me a long time to realize this, but the sad truth is that I am predictable. I'm smart, have a good imagination, and put a lot of work into my adventures, but I also have preferences and sub-conscious prejudices. My players know this (and know me), and therefore, after years and years, I have become predictable. So have the overly market-tested published adventures. No Sense of Wonder.
BUT, if I have the courage to cede control of my adventure to the dice, and let adventures "happen", rather than try to "tell" them, ... wow.
The best feeling as a DM is after the game, days or weeks later, when your players are going "Whoa, that was so cool - I totally nailed those troglodytes; and where the hell did they come from, anyway? I was totally taken by surprise there, but I handled it." because you know that they had that Sense of Wonder.
Korgoth said:
3E and its hand-wringing about movement grids and stacking modifiers seems like it was designed by and for engineers or accountants. Old school D&D is a weird Rube Goldberg device that could produce practically any result.
You win the thread.
There are advantages to the former system (the players have much firmer understanding of what their characters are capable of), but I totally miss the SoW (as I now call it) that the latter inspires. I won't go back though. Inspiring the SoW is more about gaming technique than rule set...
Korgoth said:
It's magic, people, not Trigonometry! If the way it works is totally obvious, intelligible and standardized... it's no longer magical.
... but there are exceptions. This is a good one. I think Random Item Tables are a good idea too. You get results that are weird, but you'd never have thought of them yourself. For instance: the Dagger of Wonder. On a critical hit, roll on the Wonder table. Oh boy. I bet the PC's will be surprised the first time
that thing goes off.
The Sense of Wonder is:
* narrowly escaping a CR-inappropriate encounter.
* flooding the tunnels of the random Kobolds who insult your parents and run down a tunnel you can't fit in.
* solving the riddle of the NPC druid who can cast 5th level Weather spells, but seems to be a 2nd level character in all other respects.
* learning the secrets of the monster you don't recognize.
* meeting that old foe who kicked your ass when you were 1st level - and wiping the floor with him.
What these all have in common:
1. Uncertainty
2. Risk (read: Not CR appropriate)
3. Accomplishment
Really, the "Sense of Wonder" is just Flow, as described in
this book.