Andor
First Post
You do recall the term "Monty Haul" DM or Dungeon don't you?
I wonder how many people who use that term now actually remember Monty Hall?
You do recall the term "Monty Haul" DM or Dungeon don't you?
I think there were dm's and players both who bought in to what seemed like the "something for nothing" mindset it wasn't some rarity that has increased over time.
And that hate pales before my utter and complete hatred of puzzles in game. Yeah, I know they might be a trope in fantasy. I know. I still absolutely hate them. Playing through the Shackled City AP a while back, we came to one of the puzzle problems with colored mirrors.
I tried for about thirty seconds, realized that I do not want to do that, and went and did something else while the party worked on it.
Was I being a dick as a player? Quite probably. But, I do not want to screw around with my very, very rare free time trying to do this. I don't like it and now, I just refuse.
Other people might like this, fine. But, me? Not a chance.
And really, it's because puzzles only challenge the player. There's nothing in my character at all trying to solve this puzzle. It yoinks me straight out of play worse than the grindiest combat slog. Instead of acting in character or trying to at least, I'm forced to focus on the game as myself, solely.
Sorry, not why I game.
I agree with you wholeheartedly!
This is hardly new. What is new is that the DM is now encouraged to say "Yes" to this mindset, whereas previously the DM was encouraged to make the players work for what their PCs got.
RC
Actually the DM and player both are given very comprehensive guidlines about the toys and what level they are appropriate for... so no that isnt correct.
And say yes appears to not be what you think it is because it reallly is more improvisational maneuvering
In episodic, you don't have a large overarching plot, thus, no world shattering threat, and in sandboxing, you again don't have overarching plotlines.
Sorry, but a limitation on how much you can get for nothing is not the same as not saying Yes to the "Something for Nothing" mentality. In 1e, if you earned nothing, you got nothing. If you fail to find the treasure, too bad. In 4e, it teleports after you until you find it. That is a very different philosophy of what "game rewards" represent.
RC
I think that you have differing definitions of 'episodic' - by their nature both television and role playing games tend to be episodic. I think that he is referring to the 'reset to start' that many, mostly older, series have, including the original Star Trek - where very little carried over from one episode to the next. (I seem to recall The Simpsons even made that a gag in at least one episode.)Sorry, but I have to disagree with both premises here.
Episodic with overarching plotlines include the new Doctor Who, Torchwood, Buffy the Vampire Slayer, Firefly, and Star Trek Enterprise.
Likewise, a sandbox can have many overarching plotlines.....it just should not force the players to follow them, and the results of not foiling them therefore should not destroy the campaign milieu.
RC
I think that you have differing definitions of 'episodic' - by their nature both television and role playing games tend to be episodic. I think that he is referring to the 'reset to start' that many, mostly older, series have, including the original Star Trek - where very little carried over from one episode to the next. (I seem to recall The Simpsons even made that a gag in at least one episode.)
Making a good die roll or not is an interesting idea of what "earning" is...