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
*The setting* as the focus of "simulationist" play
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: 9082076" data-attributes="member: 42582"><p>Roughly because of what [USER=7035894]@Clint_L[/USER] posted just upthread.</p><p></p><p>Positing that <em>greed</em> is a dramatic need in Moldvay Basic is like saying that the "characters" in the boardgame Forbidden Island have a dramatic need of escaping the island. It's just a "lampshading" to make play go.</p><p></p><p>Christopher Kubasik's discussion of this back in his <a href="https://playsorcerer.wordpress.com/2008/07/23/the-interactive-toolkit-part-two-why-do-modules-suck/" target="_blank">Interactive Toolkit</a> is still pretty on point, in my view:</p><p></p><p style="margin-left: 20px">The basic plot form of a story is this: A central character wants something, goes after it despite opposition, and arrives at a win, lose or draw. All roleplaying games involve this basic plot in one form or another.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Dungeon & Dragons fulfilled this requirement brilliantly and simply. Characters wanted experience points and wanted to gain levels. Any other want they might have had – social, political or personal – was subsumed within the acquisition of levels. Did you want social recognition? A greater understanding of the ways of magic? Influence over people as a religious leader? Pretty much anything your character might have wanted was acquired by gaining levels.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Dungeon modules worked for this very reason. A D&D character who wanted to become a lord didn’t go off and court a princess. He became a lord by wandering around dungeons, killing monsters and overcoming traps. The game offered no rules for courting a princess, but did provide rules for becoming a lord at 10th level, after looting enough arbitrarily placed holes in the ground.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Modules disintegrated the moment a player got the bright idea of having his character become a lord by courting a princess. Suddenly the world opened up. Instead of getting what they wanted by pursuing a single activity – namely, overcoming traps and monsters characters now wanted to interact with people, gaining what they wanted through individual action and detailed plots.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The motivation behind hitting on the princess rather than crawling through a series of traps is obvious. First, and perhaps most importantly for some, the idea of wooing a princess was more fun than hanging out in a dungeon. Second, just because the rules didn’t say anything about wooing didn’t mean you couldn’t do it. As we all know, the minute an idea pops into a player’s head, he’s going to try it. Third, the goofiness of acquiring the title of lord by looting holes grated against the sensibilities of many players. They wanted to become lords in ways that made sense.</p><p></p><p>The gameworld of B/X D&D "warps" itself by providing endless opportunities for dungeon exploration and looting!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9082076, member: 42582"] Roughly because of what [USER=7035894]@Clint_L[/USER] posted just upthread. Positing that [I]greed[/I] is a dramatic need in Moldvay Basic is like saying that the "characters" in the boardgame Forbidden Island have a dramatic need of escaping the island. It's just a "lampshading" to make play go. Christopher Kubasik's discussion of this back in his [url=https://playsorcerer.wordpress.com/2008/07/23/the-interactive-toolkit-part-two-why-do-modules-suck/]Interactive Toolkit[/url] is still pretty on point, in my view: [indent]The basic plot form of a story is this: A central character wants something, goes after it despite opposition, and arrives at a win, lose or draw. All roleplaying games involve this basic plot in one form or another. Dungeon & Dragons fulfilled this requirement brilliantly and simply. Characters wanted experience points and wanted to gain levels. Any other want they might have had – social, political or personal – was subsumed within the acquisition of levels. Did you want social recognition? A greater understanding of the ways of magic? Influence over people as a religious leader? Pretty much anything your character might have wanted was acquired by gaining levels. Dungeon modules worked for this very reason. A D&D character who wanted to become a lord didn’t go off and court a princess. He became a lord by wandering around dungeons, killing monsters and overcoming traps. The game offered no rules for courting a princess, but did provide rules for becoming a lord at 10th level, after looting enough arbitrarily placed holes in the ground. Modules disintegrated the moment a player got the bright idea of having his character become a lord by courting a princess. Suddenly the world opened up. Instead of getting what they wanted by pursuing a single activity – namely, overcoming traps and monsters characters now wanted to interact with people, gaining what they wanted through individual action and detailed plots. The motivation behind hitting on the princess rather than crawling through a series of traps is obvious. First, and perhaps most importantly for some, the idea of wooing a princess was more fun than hanging out in a dungeon. Second, just because the rules didn’t say anything about wooing didn’t mean you couldn’t do it. As we all know, the minute an idea pops into a player’s head, he’s going to try it. Third, the goofiness of acquiring the title of lord by looting holes grated against the sensibilities of many players. They wanted to become lords in ways that made sense.[/indent] The gameworld of B/X D&D "warps" itself by providing endless opportunities for dungeon exploration and looting! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
*The setting* as the focus of "simulationist" play
Top