Shadowdark General Thread [+]

No, that's a bit of a canard. The goal of a tournament design in player enagement. It makes sense to ratchet up tension before killing anyone off. KIlling someon off 5 minutes in accomplishes none of the goals of the design. That's not to say that someone couldn't die 5 minutes in, of course they could (and should). All I'm saying is that specifically lethal encounters in the first five minutes are crap design, which, generally, they are. Exceptions are possible, of cousre, but I'm talking about in general.
IF player engagement is the goal of tournament design, why were so many of the tournament modules so lethal for PC parties? It's because they were meant to be challenging for the players. Narrative tension is a literary tool that has nothing to do with game design. Some of the very best, most enjoyed D&D modules have little or no literary tension. Any one who's played the older modules knows this and also understands that sudden death was just part of the game.

I'd also add that including literary devices like tension and PC story arcs and foreshadowing into ttrpg adventures only lessens the gameplay experience by forcing players to interact with elements that have nothing to do with the game itself. Those literary elements are, at their core, for telling stories (y)
 

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IF player engagement is the goal of tournament design, why were so many of the tournament modules so lethal for PC parties? It's because they were meant to be challenging for the players. Narrative tension is a literary tool that has nothing to do with game design. Some of the very best, most enjoyed D&D modules have little or no literary tension. Any one who's played the older modules knows this and also understands that sudden death was just part of the game.

I'd also add that including literary devices like tension and PC story arcs and foreshadowing into ttrpg adventures only lessens the gameplay experience by forcing players to interact with elements that have nothing to do with the game itself. Those literary elements are, at their core, for telling stories (y)
Were is key word there. They aren't written like that as a matter course any more. I see no reaosn to priviledge modules from the early 80's.
 



I think folks generally make too much of the deadliness of SD (I even did it in response to the "kids game" bit). But I have run a pretty good amount of SD, both in home campaigns and at cons, and while it is deadlier than modern D&D, that isn't really saying much.

One thing I do find frustrating is how SD threads always gravitate toward talking about old D&D modules. Running old D&D is about the least interesting thing you can do with SD.
Agreed. I am a looking at using the 5e Spelljammer rules in Shadowdark. I like the minimalist nature of the 5E Spelljammer campaign book. I'm also looking forward to the city based Cursed Scroll.
 




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