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<blockquote data-quote="Skyscraper" data-source="post: 5254992" data-attributes="member: 48518"><p>That's a good point, but this is where I think the challenge lies: in providing a storyline, NPC bios and area descriptions that allow the DM, with little prep time, to run a game that makes a lot of sense.</p><p></p><p>I think you're underestimating DMs. They can do it. If you don't allow DMs room to create - or rather, if you don't promote an environment of creation, DMs will simply apply the storyline and encounters by the book. Which is certainly one way to go about it and it's fine that some adventures would be like that for those who are looking for this kind of format; but I'd like to have adventures that promote DM and player creativity.</p><p></p><p>I'm afraid I don't. I'm looking at something that would be more ready to use however, if I undersand your description correctly.</p><p></p><p>There is an overarching story. It regards the NPCs. Events are occuring, and it's up to the players to try to influence them. However, the story will be open to modification according to player actions. Again, it requires that the DM and players be creative. The choke points rally everyone back to determined events at regular story intervals.</p><p></p><p>You even did this in WotBS. There are some "if NPC Alfred is still alive, then the following happens: ...; however, if NPC Alfred is dead, then the following happens". It's not that far of a stretch from that.</p><p></p><p>Firstly, designing a battle with too many monsters that have too many abilities is something that should not be done in commercial adventures as far as I know. You can't expect a DM to run 8 different complex creature types efficiently. (This advice even appears in WotC publications, DMG or online, I can't remember.)</p><p></p><p>Secondly, most DMs are able to make an encounter interesting even if they don't have a map showing all creature positions at the start of battle. This is something that appeared late in 3E; before that, there were no encounter maps, it was up to the DM to wing it. Every single DM did it. Why is it now unthinkable?</p><p></p><p>I guess it depends what you're looking for. Creativity, or pre-determined tableaux that have been created by someone else? I think that passion will rise from games where creativity is a centerpiece, and with passion the game will rise to new heights. Now that's somewhat of a broad statement, there will be passion in any game, there will be creativity in any game; I'm just saying if the game design promotes additional creativity, I think the game experience can only benefit from it.</p><p></p><p>Oh god, not an allegory! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> You know we could counter-argue with allegories that illustrate perfectly our respective points of view just about endlessly, don't you? For example: do you think your meal will be better if you serve a $3 pre-cooked meal from the frozen food section, or if you get pre-prepared ingredients that the cook can simply put in a pan and then into the oven to get gourmet cuisine? I propose that we stick with the matter at hand and let the cooks wonder about ingredients <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> <em>Edit: I understand what you're saying and the allegory does serve to illustrate your point, I don't want to come off as rude here. /End Edit.</em></p><p></p><p>As for personal preferences from each player (if your vegetarian and allergy example was meant to cater to that question), I think you need to trust the DM and players that they can come up with solutions that will be best suited for their group.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 5254992, member: 48518"] That's a good point, but this is where I think the challenge lies: in providing a storyline, NPC bios and area descriptions that allow the DM, with little prep time, to run a game that makes a lot of sense. I think you're underestimating DMs. They can do it. If you don't allow DMs room to create - or rather, if you don't promote an environment of creation, DMs will simply apply the storyline and encounters by the book. Which is certainly one way to go about it and it's fine that some adventures would be like that for those who are looking for this kind of format; but I'd like to have adventures that promote DM and player creativity. I'm afraid I don't. I'm looking at something that would be more ready to use however, if I undersand your description correctly. There is an overarching story. It regards the NPCs. Events are occuring, and it's up to the players to try to influence them. However, the story will be open to modification according to player actions. Again, it requires that the DM and players be creative. The choke points rally everyone back to determined events at regular story intervals. You even did this in WotBS. There are some "if NPC Alfred is still alive, then the following happens: ...; however, if NPC Alfred is dead, then the following happens". It's not that far of a stretch from that. Firstly, designing a battle with too many monsters that have too many abilities is something that should not be done in commercial adventures as far as I know. You can't expect a DM to run 8 different complex creature types efficiently. (This advice even appears in WotC publications, DMG or online, I can't remember.) Secondly, most DMs are able to make an encounter interesting even if they don't have a map showing all creature positions at the start of battle. This is something that appeared late in 3E; before that, there were no encounter maps, it was up to the DM to wing it. Every single DM did it. Why is it now unthinkable? I guess it depends what you're looking for. Creativity, or pre-determined tableaux that have been created by someone else? I think that passion will rise from games where creativity is a centerpiece, and with passion the game will rise to new heights. Now that's somewhat of a broad statement, there will be passion in any game, there will be creativity in any game; I'm just saying if the game design promotes additional creativity, I think the game experience can only benefit from it. Oh god, not an allegory! ;) You know we could counter-argue with allegories that illustrate perfectly our respective points of view just about endlessly, don't you? For example: do you think your meal will be better if you serve a $3 pre-cooked meal from the frozen food section, or if you get pre-prepared ingredients that the cook can simply put in a pan and then into the oven to get gourmet cuisine? I propose that we stick with the matter at hand and let the cooks wonder about ingredients :) [I]Edit: I understand what you're saying and the allegory does serve to illustrate your point, I don't want to come off as rude here. /End Edit.[/I] As for personal preferences from each player (if your vegetarian and allergy example was meant to cater to that question), I think you need to trust the DM and players that they can come up with solutions that will be best suited for their group. Sky [/QUOTE]
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