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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Why do we have bandit scenarios?
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="I'm A Banana" data-source="post: 5717173" data-attributes="member: 2067"><p>Fair enough. <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=":)" /> Out of curiosity, have you played and enjoyed survival games in other media/settings? Sort of, is it the style of game you're not into, or the particular implementation of early D&D?</p><p></p><p></p><p></p><p>I don't think this is necessarily incompatible with a survivalist approach, myself, but I can see how a constant pressure would necessarily force some compromises. </p><p></p><p>For me, the positive of the approach is two main things:</p><p></p><ol> <li data-xf-list-type="ol"> "Dungeon Survival" focuses on the adventure as the main unit of play rather than the encounter. This more naturally fits with the pace of the game, the rise and fall of action, the use of climactic encounters, and other things that a single encounter is too small a timeframe to contain. When seen as a mechanical model, the use of resources over a longer time frame than a single encounter provides for a satisfying pattern of active time and down time that is a rewarding psychological state to achieve. A game that is BAM BAM BAM all the time becomes tedius, especially over the longer time-frames a D&D game usually occupies.</li> <li data-xf-list-type="ol"> "Dungeon Survival" gives an element of challenge and strategy to the adventure as a whole, where it matters what in-character actions you perform, rather than simply what attacks and defenses you make. It enables failure without TPK, and success without total success. It emphasizes at-table play instead of pre-table character creation. </li> </ol><p></p><p>It's possible to get these effects without a "dungeon survival" kind of atmosphere or mechanic, and it's possible to have completely enjoyable games without these effects, but I think for D&D, these effects are very valuable things, and need to be re-emphasized. So I'm all for bringing back the bandit scenario. <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=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5717173, member: 2067"] Fair enough. :) Out of curiosity, have you played and enjoyed survival games in other media/settings? Sort of, is it the style of game you're not into, or the particular implementation of early D&D? I don't think this is necessarily incompatible with a survivalist approach, myself, but I can see how a constant pressure would necessarily force some compromises. For me, the positive of the approach is two main things: [LIST=1] [*] "Dungeon Survival" focuses on the adventure as the main unit of play rather than the encounter. This more naturally fits with the pace of the game, the rise and fall of action, the use of climactic encounters, and other things that a single encounter is too small a timeframe to contain. When seen as a mechanical model, the use of resources over a longer time frame than a single encounter provides for a satisfying pattern of active time and down time that is a rewarding psychological state to achieve. A game that is BAM BAM BAM all the time becomes tedius, especially over the longer time-frames a D&D game usually occupies. [*] "Dungeon Survival" gives an element of challenge and strategy to the adventure as a whole, where it matters what in-character actions you perform, rather than simply what attacks and defenses you make. It enables failure without TPK, and success without total success. It emphasizes at-table play instead of pre-table character creation. [/LIST] It's possible to get these effects without a "dungeon survival" kind of atmosphere or mechanic, and it's possible to have completely enjoyable games without these effects, but I think for D&D, these effects are very valuable things, and need to be re-emphasized. So I'm all for bringing back the bandit scenario. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do we have bandit scenarios?
Top