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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
What towns have you fleshed out?
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="SJB" data-source="post: 9470547" data-attributes="member: 7034722"><p>I’d say it’s more boiling down than writing up. I post an occasional series called “Thrilling Cities”.</p><p></p><p>This is what I wrote as an intro.</p><p></p><p>“Approach One might be described as the “Dent Method”. Nearly all pulp rules seem to include pulp guidelines or even a random generator. All such exercises trace their ancestry back to the author of the Doc Savage stories, Lester Dent. Dent proposed the “Pulp Master Fiction Plot”. The Plot needed five elements.</p><p></p><p>1. Villain</p><p></p><p>2. Something for the villain to seek</p><p></p><p>3. Murder methods for the villain to use</p><p></p><p>4. Locations in which the protagonists and the villain operate</p><p></p><p>5. Menace to hang over the protagonists</p><p></p><p>However, Dent-derived guidelines are somewhat lacking when it comes to locations. That’s because the author/GM has to provide all the detail from his own imagination. Indeed Dent’s advice was to avoid world-spanning pulp. The creator should choose a locale that was familiar, “a place where you’ve lived or worked.” “So many pulpateers don’t,” he lamented. The result was often “embarassment” because it was obvious to editors that the authors who used exotic locations were complete bull*******s. They were too ignorant to achieve a suspension of disbelief and thus unfit to be published.</p><p></p><p>Dent suggested that if the author must globetrot he should acquire a children’s guide and a phrasebook. A few palm trees and some cod Arabic and the reader is transported to Egypt – it might be enough to secure publication.</p><p></p><p>Approach Two could be described as the “Masks Method”. Starting with <em>Masks of Nyarlathotep </em>Chaosium tried to get Cthulhu out of Arkham, Mass. It’s notable that the co-author of <em>Masks</em> was a professional screenwriter, Larry DeTillo.</p><p></p><p>The Masks Method, used in many RPG publications since, creates a dramatic opening scene in which the characters must participate, then offers them clues to a range of exciting locations which they can visit in any order. Within these locations are one or more adventure sites. However, all this criss-crossing of the globe leads to one Final Destination where The Grand Finale takes place.</p><p></p><p>The usual criticism of the Masks Method is that it creates a one-way trip to railroad city. Characters absolutely must be kept on the straight and narrow by invisible walls. They are still in the dungeon but with none of its “authenticity”, constantly ambushed by the Quantum Ogre.</p><p></p><p>However, that’s not the main problem for anyone who wants to have fun designing a world-spanning campaign. Their problem is that The Masks Method requires a ****ton of work. Even with the aid of Wikipedia, and red-lining travel <em>a là</em> Indiana Jones, it’s not a task to be tackled lightly. Indeed the baroque Masks Method campaigns of recent years remain heavy on storytelling – cheap, linear text – but light on useable resources, too many gimmicky handouts in Sanskrit, not enough maps and floorplans. Rumour has it that the next Kickstarter for <em>Horror on the Orient Express</em> will include a 1:1 scale model of the train as a stretch goal.”</p></blockquote><p></p>
[QUOTE="SJB, post: 9470547, member: 7034722"] I’d say it’s more boiling down than writing up. I post an occasional series called “Thrilling Cities”. This is what I wrote as an intro. “Approach One might be described as the “Dent Method”. Nearly all pulp rules seem to include pulp guidelines or even a random generator. All such exercises trace their ancestry back to the author of the Doc Savage stories, Lester Dent. Dent proposed the “Pulp Master Fiction Plot”. The Plot needed five elements. 1. Villain 2. Something for the villain to seek 3. Murder methods for the villain to use 4. Locations in which the protagonists and the villain operate 5. Menace to hang over the protagonists However, Dent-derived guidelines are somewhat lacking when it comes to locations. That’s because the author/GM has to provide all the detail from his own imagination. Indeed Dent’s advice was to avoid world-spanning pulp. The creator should choose a locale that was familiar, “a place where you’ve lived or worked.” “So many pulpateers don’t,” he lamented. The result was often “embarassment” because it was obvious to editors that the authors who used exotic locations were complete bull*******s. They were too ignorant to achieve a suspension of disbelief and thus unfit to be published. Dent suggested that if the author must globetrot he should acquire a children’s guide and a phrasebook. A few palm trees and some cod Arabic and the reader is transported to Egypt – it might be enough to secure publication. Approach Two could be described as the “Masks Method”. Starting with [I]Masks of Nyarlathotep [/I]Chaosium tried to get Cthulhu out of Arkham, Mass. It’s notable that the co-author of [I]Masks[/I] was a professional screenwriter, Larry DeTillo. The Masks Method, used in many RPG publications since, creates a dramatic opening scene in which the characters must participate, then offers them clues to a range of exciting locations which they can visit in any order. Within these locations are one or more adventure sites. However, all this criss-crossing of the globe leads to one Final Destination where The Grand Finale takes place. The usual criticism of the Masks Method is that it creates a one-way trip to railroad city. Characters absolutely must be kept on the straight and narrow by invisible walls. They are still in the dungeon but with none of its “authenticity”, constantly ambushed by the Quantum Ogre. However, that’s not the main problem for anyone who wants to have fun designing a world-spanning campaign. Their problem is that The Masks Method requires a ****ton of work. Even with the aid of Wikipedia, and red-lining travel [I]a là[/I] Indiana Jones, it’s not a task to be tackled lightly. Indeed the baroque Masks Method campaigns of recent years remain heavy on storytelling – cheap, linear text – but light on useable resources, too many gimmicky handouts in Sanskrit, not enough maps and floorplans. Rumour has it that the next Kickstarter for [I]Horror on the Orient Express[/I] will include a 1:1 scale model of the train as a stretch goal.” [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What towns have you fleshed out?
Top