Lanefan
Victoria Rules
You'd be welcome any time, though I realize it'd be a fair schlepp to get from Illinois to here each week for the games.I imagine I would have a great time playing at Pemerton's and Lanefan's respective tables.
You'd be welcome any time, though I realize it'd be a fair schlepp to get from Illinois to here each week for the games.I imagine I would have a great time playing at Pemerton's and Lanefan's respective tables.
Two things.What @pemerton seems to be questioning is the probably more common approach of creating a setting--of some degree of depth--before hand, or using a setting like the Forgotten Realms, in which there is much less "primal flux." There is always some, always Terra Incognita, and even if there isn't much, it is intrinsic to the game that the DM can make the setting their own.
But @pemerton doesn't seem to like the idea that the DM has superior or overriding authorship over the players. I haven't posted much in the last year or two, but this is the same underlying agenda he's been pushing for years. Nothing wrong with that, but he (you) does seem to be advocating for it as the Right Way to Play D&D.
Does this depend on the GM doing it? Or can it also be achieved by the players doing it?I think the reason for world-building is primarily to provide depth and a sense of meaning, realness and context to game play.
Although it's not direcgtly on-topic, I'm also curious as to what sort of "non-pemertonian" campaign you classify as a railroad.Perhaps the most important difference between fiction and RPGs, in this context at least, is that in RPGs the players are--to varying degrees--co-authors of the story. They have agency, even if they play in a non-pemertonian railroad campaign.
OK, but when they play, are you saying that they learn what the GM has decided will happen to their PCs? Eg they're goinhg to learng that their PCs can't find the map in the study (because the GM already decided it's somewhere else).if nothing is true about the hero until it is written then by extension nothing is true about my game world until it is written...but guess what? It's written. In more or less very broad strokes, to be sure, but it's still written.
The main difference is that everyone can, if they wish, read the whole novel and find out what becomes of the hero; where in an RPG the players have to - to use your phrase - play to find out what becomes of their own characters.
Does this depend on the GM doing it? Or can it also be achieved by the players doing it?
That makes sense. At my table, the players recognise that Burning Wheel imposes different demands on a player from (say) Cortex+ Heroic.At my table, players have very different expectations about what level of creative input is expected of them dependent on whether we are playing my 5e D&D campaign or our Ars Magica campaign.
I agree.A player of Fate can do that with a declaration though it would be an odd choice of aspect to assign.
NPCs don't contrast with dungeons - they're present in dungeons as much as elsewhere.very quickly other products like T1 Village of Hommlet or The Keep on the Borderlands were released, which much attention on the setting and the people. Given Gary wrote and put The Keep on the Borderlands in his Basic Set for new players, it sure looks like he intended people to consider the region above the dungeon and interact with NPCs.
Yes. Different mechanics generate different play experiences. I don't think that's controversial. My point is that, when you assert "If the players can find the map in the study on a high enough check, therefore there is no obstacle to them finding it because they can just keep checking" you are making assumptions about the permissibility of retries that aren't true in many RPGs.Going the other way, in a game that has a take-20 mechanic all they need to do is search every room using take-20 and they'll find the map right where the DM put it.
As for retries, 1e doesn't like them but some other systems are fine with them.
Well, here's pne way to think about it.That's not a failure, in my view. It's a success (they were trying to find the map, they found the map, therefore success) with a DM-forced complication.
Failure narration in this example always has to somewhere include "you don't find the map". It's black and white: you either find the map (success), or you don't (failure).
Now it's of course possible to succeed in finding the map and still have further headaches to deal with e.g. "yes you've found it (success) - you can see where it is - but it's embedded in the wall behind 6" of glassteel. Now what do you do?"
Huh? Failuore will result from failed checks. You don't need to turn successful checks into failures as well!There's two* mechanical ways of arriving at a narration** of what is in effect a partial success e.g. you find the map but it's behind 6" of glassteel, or you find it but immediately set it on fire by accident. One is fail-forward, where in effect a failure is often mitigated into a partial success. The other is (and if anyone has a better term for this, I'm all ears) more like succeed-backward, where it's a success that's mitigated by other circumstances rather than a failure - which remains a flat failure. Of these I prefer the second approach as - and again I can't think of the best term for this - it in effect makes the game a bit "harder".
And why is this good? Because without some failure and frustration now and then to measure the successes against the successes become ho-hum, and then become expected.
I didn't slight anything. I asked "What is worldbuilding for?" If the answer is, it's for X, but there seem to be other ways of achieving X, then it's natural to ask - so why achieve X that way rather than some other way.I don't demand the "Lanefan method" (whatever that is), but when I see my and many others' style of gaming being slighted - and some posters here are very good at slighting something and implying it's wrong without actually coming out and saying so - then yes, I'm going to push back.
That's not my answer - I use other methods to maintain consistency. (Eg a mixture of memory and note-taking as play occurs.)You've already answered your own question upthread. Worldbuilding is a device for the GM to keep his/her storytelling consistent.
Well, that might depend on the game.If the players are doing it, what exactly is the GM supposed to be doing?
In BW, Cortex+ and 4e, the GM frames scenes and narrates consequences.
I'm not sure what your point is.The wilderness in B2 is not a departure from dungeon design, though - it's really an instance of it (confined in exploratory/spacial terms, with encounters established and placed on the map in advance). And the Keep is also primarily a source of puzzle-type encounters (eg the Priest in the tavern).
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(1) THis isn't a D&D thread. It's a general RPG thread in the general RPG forum.
(2) The OP doesn't advocate anything. It asks what worldbuilding is for. Some answers have been provided. I'm intrested in what yours is.
Does this depend on the GM doing it? Or can it also be achieved by the players doing it?
You're reading "solving puzzle" more narrowly than I intended it.I'm not sure what your point is.
Are the first four years of published D&D modules somehow more important than the 35+ years that came after?
<snip>
I'm not convinced Gygax or the original modules placed that much stock in "solving puzzles". Early modules really seemed to encourage creative thought. Problems were presented and it was up to the players to device a solution. Some possible solutions were codified, but I doubt someone as imaginative as Gygas would limit himself to such hard options.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.