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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6799914" data-attributes="member: 82106"><p>Well, you certainly beg us to answer the question "how can the rules be structured so as to most support adventures being interesting". One thing that I would note is a big disconnect between 1e and 4e. In the 1e DMG you're PRETTY MUCH given all the tools and lessons needed to write a TSR module circa 1979. You learn how to make maps, dungeons, traps, wilderness locations, lots of 'gotcha!' type monsters suitable to this sort of play are provided in MM, etc. There is some discussion of plot, NPCs, etc to at least a level that you would find in the G, D, or early S series modules of that era.</p><p></p><p>4e DMG certainly covers the basics of encounters, and in all fairness there's plenty of ADVICE, but you can't build something even close to a delve format adventure using what you're told in the 4e books. There's a whole lot of organizational and other aspects that aren't really covered. Beyond that, the delve format itself simply doesn't match up well with 4e at all.</p><p></p><p>I'd argue that 4e really requires more of a 'plot map' sort of flow diagram kind of organization, where the big picture is described in total, then various major 'action sequences' are laid out, and then the 'cookie' that holds all these raisins is described, the body of SCs, cut scenes, foreshadowing, and plot points of various kinds that make it all hang together, along with the overall scenery and feel of the whole thing. Then the encounters should be presented in onion fashion as well, with a general description of the action, the plot, the conflict, etc that is going to play out in that encounter, and possible different outcomes and how they lead to other action sequences.</p><p></p><p>Its really not a map-driven game at all, but the tools for building adventures that work with its conceits are really pretty fragmentary and nascent. You have to read a LOT into it to figure it out, and experiment a whole bunch. </p><p></p><p>(and then there's Pemerton, but he seems to be rather MIA right now, no doubt he'd entirely re-arrange everything I just said into some completely different sounding but exactly equivalent form).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6799914, member: 82106"] Well, you certainly beg us to answer the question "how can the rules be structured so as to most support adventures being interesting". One thing that I would note is a big disconnect between 1e and 4e. In the 1e DMG you're PRETTY MUCH given all the tools and lessons needed to write a TSR module circa 1979. You learn how to make maps, dungeons, traps, wilderness locations, lots of 'gotcha!' type monsters suitable to this sort of play are provided in MM, etc. There is some discussion of plot, NPCs, etc to at least a level that you would find in the G, D, or early S series modules of that era. 4e DMG certainly covers the basics of encounters, and in all fairness there's plenty of ADVICE, but you can't build something even close to a delve format adventure using what you're told in the 4e books. There's a whole lot of organizational and other aspects that aren't really covered. Beyond that, the delve format itself simply doesn't match up well with 4e at all. I'd argue that 4e really requires more of a 'plot map' sort of flow diagram kind of organization, where the big picture is described in total, then various major 'action sequences' are laid out, and then the 'cookie' that holds all these raisins is described, the body of SCs, cut scenes, foreshadowing, and plot points of various kinds that make it all hang together, along with the overall scenery and feel of the whole thing. Then the encounters should be presented in onion fashion as well, with a general description of the action, the plot, the conflict, etc that is going to play out in that encounter, and possible different outcomes and how they lead to other action sequences. Its really not a map-driven game at all, but the tools for building adventures that work with its conceits are really pretty fragmentary and nascent. You have to read a LOT into it to figure it out, and experiment a whole bunch. (and then there's Pemerton, but he seems to be rather MIA right now, no doubt he'd entirely re-arrange everything I just said into some completely different sounding but exactly equivalent form). [/QUOTE]
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Throwing ideas, seeing what sticks (and what stinks)
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