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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
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="overgeeked" data-source="post: 8657433" data-attributes="member: 86653"><p>I haven't read or run Alone Against the Dark, but I've run the hell out of The Haunted House...what they're now calling The Haunting. </p><p></p><p>It's a mess, honestly. It would work far, far better as a more linear adventure. Or at least a strong start pointing in one obvious (but different than the most obvious) direction. </p><p></p><p>The setup is: you're hired to investigate a haunted house. That's it. That's the extent of the setup. Okay...so what's the first thing you do? If you're 99% of the players who've ever gone through this scenario, you literally go directly to the house...to investigate the house...like you're hired to do. Because of course you do.</p><p></p><p>NPC: "Here's some cash, go find out if that house is haunted." </p><p></p><p>PC: "Okay." <em>B-line for the house</em></p><p></p><p>Designers: "Not like that!" </p><p></p><p>Everyone else: "What?"</p><p></p><p>Which is the opposite of what the designers intent for you to do. They want you to investigate the house...by <em>not</em> going to the house. Instead, you go to the library, the Boston Globe, the Hall of Records, the courts, the police station, explore the neighborhood the house is in, and, based on what you find, you'll be pointed at two bonus locations, the sanitarium and a burned down church. After...after...you hit all or most of those locations, then you're expected to go to the house. </p><p></p><p>Why? Because unless you know before going in that the place really is haunted and that there are some incredibly nasty things inside, then you're most likely going to die really, really fast. I mean fast even for Call of Cthulhu. You'd think in the 40 years they've been using that intro scenario they'd have built in something of a better start. </p><p></p><p>Basically it's a disconnect between the assume play loop and what the designers actually wrote into the books. They assumed that the players, knowing they're playing CoC, would avoid going to the house (where the obvious danger is) and try to arm themselves with as much info about the house as they could before actually setting foot on the property. Near as I can tell, this assumption was not actually put on a page for the referee or players to read until some time much later, if ever.</p><p></p><p>The best and longest game of Call of Cthulhu I've run was an Arkham-based open world sandbox. I used the Lovecraft Country supplements to populate the town (and region). Dropped in as many of the scenarios as I could get my hands on. And let the players go. If they wanted to focus on one scenario/mystery until completed, they could. If they wanted to run back-and-forth across town chasing a dozen leads to a dozen different mysteries, they could.</p><p></p><p>Don't forget the North End of Boston stank of molasses for years (decades) after the 1919 flood. Especially when the weather turned hot.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8657433, member: 86653"] I haven't read or run Alone Against the Dark, but I've run the hell out of The Haunted House...what they're now calling The Haunting. It's a mess, honestly. It would work far, far better as a more linear adventure. Or at least a strong start pointing in one obvious (but different than the most obvious) direction. The setup is: you're hired to investigate a haunted house. That's it. That's the extent of the setup. Okay...so what's the first thing you do? If you're 99% of the players who've ever gone through this scenario, you literally go directly to the house...to investigate the house...like you're hired to do. Because of course you do. NPC: "Here's some cash, go find out if that house is haunted." PC: "Okay." [I]B-line for the house[/I] Designers: "Not like that!" Everyone else: "What?" Which is the opposite of what the designers intent for you to do. They want you to investigate the house...by [I]not[/I] going to the house. Instead, you go to the library, the Boston Globe, the Hall of Records, the courts, the police station, explore the neighborhood the house is in, and, based on what you find, you'll be pointed at two bonus locations, the sanitarium and a burned down church. After...after...you hit all or most of those locations, then you're expected to go to the house. Why? Because unless you know before going in that the place really is haunted and that there are some incredibly nasty things inside, then you're most likely going to die really, really fast. I mean fast even for Call of Cthulhu. You'd think in the 40 years they've been using that intro scenario they'd have built in something of a better start. Basically it's a disconnect between the assume play loop and what the designers actually wrote into the books. They assumed that the players, knowing they're playing CoC, would avoid going to the house (where the obvious danger is) and try to arm themselves with as much info about the house as they could before actually setting foot on the property. Near as I can tell, this assumption was not actually put on a page for the referee or players to read until some time much later, if ever. The best and longest game of Call of Cthulhu I've run was an Arkham-based open world sandbox. I used the Lovecraft Country supplements to populate the town (and region). Dropped in as many of the scenarios as I could get my hands on. And let the players go. If they wanted to focus on one scenario/mystery until completed, they could. If they wanted to run back-and-forth across town chasing a dozen leads to a dozen different mysteries, they could. Don't forget the North End of Boston stank of molasses for years (decades) after the 1919 flood. Especially when the weather turned hot. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why Jargon is Bad, and Some Modern Resources for RPG Theory
Top