This is an excellent point. If you don't like exploration, then most setting detail is just a distraction.buzz said:I think that myself and others do not have setting exploration as a priority.
This is an excellent point. If you don't like exploration, then most setting detail is just a distraction.buzz said:I think that myself and others do not have setting exploration as a priority.
I think the theater metaphor will only serve to confuse things.Mallus said:A play also (usually) requires a place for the action to take place in, which affects what "props" would be appropriate.
Yeah, I tried to work with it and got a mild headache...buzz said:I think the theater metaphor will only serve to confuse things.
I've played "Keep" through once, oh... about 21 years ago (I'm suddenly feeling old...). It's probably telling that about halfway through my friends and I got bored, so the DM placed every remaining monster (and treasure) into one cavernous room for a battle royal.I'm probably not alone in having run these without any larger context specified.
You mean the adventures meant for public consumption, right? The DM's I knew, myself included, wrote adventures explicitly tied to their campaign world, or modified published ones to fit. Most of the old AD&D modules I owned stated that DM's should both flesh out and place the adventures into their individual settings.That a huge number of adventures produced both by fans and publishers for D&D over the decades are similarly macro-context-agnostic is probably also telling.
I'm not sure how to answer that since I wouldn't enjoy them 'as-is'... My assumption is that in-game actions which take place within a larger dramatic context are more engaging. It's a question of what and how much is at stake.1. What, if anything, do these adventures gain by being placed in a larger setting? We know they can be played as-is, so the argument has to be that placing them in a setting adds some value.
Setting. Setting = 'place', of course, my campaign is set in a magical metropolis, so it figures2. Is the town next to the dungeon "setting" or "adventure"?
I guess this is the macro-level disconnect again, then.Mallus said:To me, context is king. Events that are essentially self-contained, that occur 'nowhere particular' aren't enjoyable. Finally beating Belloch in the midst of raging sandstorm in front of the Sphinx, thereby keeping the Ark of the Covenant out of Nazi hands... now that's entertainment.
Setting. Setting = 'place', of course, my campaign is set in a magical metropolis, so it figures
I'd say that.
'Adventure' is a list of possible conflicts.
buzz said:Reynard, your priority seems to be prepping sessions that explore an evocative campaign world. I'm guessing that you and your players want to be able to point at anything in the world the characters are exploring and know there's some story or history behind it.
I think that myself and others do not have setting exploration as a priority. Our focus is on creating a situation to be dealt with.
buzz said:Reynard, your priority seems to be prepping sessions that explore an evocative campaign world. I'm guessing that you and your players want to be able to point at anything in the world the characters are exploring and know there's some story or history behind it.
Awesome. I understand your position much better now.Reynard said:To boil it down to as simple a D&Dism as I can, macro-level setting design lets me make every +1 sword unique.
I believe they are. I also believe that the words 'basic tropes' and 'D&D' shouldn't be used in the same sentence, seeing that D&D is --by this point-- a deliberate hodgepodge mostly incompatible fantasy conventions ('It's fantasy in the tradition of Tolkien and Conan'... 'Huh?!'). It's like everything you've had before, all mixed up (I plagiarized that last bit from a cartoon in Harper's. It's my favorite definition of 'postmodern').buzz said:In the case of Raiders, I don't know that the setting assumptions (Nazis! The '30s!) are much more specific than the basic tropes assumed by D&D...
Sure. But knowing a little bit adds to the experience, doesn't it?I only need to know so much about WWII in order to enjoy the film.
I just want my adventures to be entertaining (don't we all?). But I'm better at designing clever bits of setting flavor than elaborate set-pieces. I'm a little like the director who does quirky character films because he can't direct a car chase to save his life.We seem to really be talking about how wide a net you cast when designing an adventure.
At this point, D&D is very much it's own genre of fantasy, and there are a number of setting decisions made for the user in the text. Races, classes, economics, religions, morality, nature of magic, etc. Enough that, IMO, saying "D&D" is as informative a term as "'30s Pulp". Ergo, I think you can hit the ground running with nothing but expectations set up by the PHB and play a successful game, in the same way that Raiders doesn't need to frame the context of Nazi Germany and Pulp as a meta-genre before showing Indy running from a giant, rolling boulder.Mallus said:I believe they are. I also believe that the words 'basic tropes' and 'D&D' shouldn't be used in the same sentence, seeing that D&D is --by this point-- a deliberate hodgepodge mostly incompatible fantasy conventions ('It's fantasy in the tradition of Tolkien and Conan'... 'Huh?!').
I dunno. I think that dismisses a lot of great adventures that have been published over the years.Mallus said:Designing from the 'bottom up', without regard for a macro-level framework, looks to me like an embrace of the utterly generic.
W/r/t Radiers, I don't think so. I probably know more about WWII now than I did when I first saw the film at age 12, and I don't think that's made a difference. I don't think the film is really predicated on the viewer knowing anything more than Nazis = bad.Mallus said:Sure. But knowing a little bit adds to the experience, doesn't it?
Yes, they did/do, hence the need for setting.rounser said:Okay, then look - do your players ignore your adventure hooks and take a hike to Hepmonaland or the Nine Hells if they feel like it, regardless of their level, apropos of nothing?
50/50 behave this way IME. Published books do not consider this typical IME (except maybe early Judge's Guild products), quite the opposite.Do most groups you interact with or you've heard of behave this way? Do published books assume this behaviour is typical, or do they assume that players will be led by the nose?