Tuesday 25 June 2013

Thaco is Wacko (If you're a teen)

Dungeons with a small order of Dragons


Over the last 3 months I've been playing a large number of RPG's with ye olde gaming group. Dark Ages Vampire, AD&D (2ed), Rifts, Pathfinder, Deathwatch and more... And I 've noticed something... peculiar. Published modules, barring those from an earlier age of D&D (namely AD&D and many OD&D/1st edition), are not roleplay friendly. Don't get me wrong, they are fun (mostly...), but they are NOT built for players who want to decide their fate.
With a few rare exceptions, modules published within the last 15-odd years tend to be closed-ended and written with specific player interactions in mind. The games have a story that the players follow, step-by-step, like an animal following a carrot on a stick.




This is, in my opinion, deplorable. Players should have all of the control to decide their fate (outside of rolling the dice. ALL HAIL THE DICE LORDS!). A good game, in my opinion, is one where the story exists in the background, developing despite the players interactions. If they participate, excellent, but if they do not then the over-arching story should still continue. Not only does this provide a more realistic and engaging world for the players to exist in, but it also proves that the players interactions MAKE A DIFFERENCE. If they impose their wills on the world, then they should make a difference. They should be able to sway opinions, change hearts, and make their mark in the world, actively changing the outcome of the story they are writing. If they don`t engage in the overall story then it`s the fault of the GM for not properly engaging the players. Don`t force them to ride along and follow the yellow-brick rail-road you`ve set up for them to be actors in. The players are the stars and write the story. The GM provides themes and populates the world to make the players interactions enjoyable and engaging.

For a wonderful example of what I`m (attempting) to explain, have a look at some of the older AD&D modules published. Namely the Fighters Challenge I, or The Palace of the Silver Princess. Wizards of the Coast actually released that second one as a free download on their website along with it`s history.
The strength of these modules lies in the way they are laid out. Both provide a city to act as the players home base as well as a myriad of hooks to bring the players into the various adventures the books alludes (or straight up details) to. The Palace of the Silver Princess includes one major location as the source of the adventure (The Palace... duh!) as well as half a dozen different adventure ideas  for the players to investigate should they choose to. It`s up to the players to drive the story... not the GM to force their hand.

The Fighters Challenge I is an even better example of this concept. The module details a major town (Sternheim) as well as roughly 5 different separate  locations to adventure. It has the Dragons tower (the main source of the adventure) the Manticores` layer, the Vampire infested Graveyard, The mad Knights challenge, The Bandit lords hideout, The Swaps of madness AND MORE. All of these locations are detailed with persons and monsters of note, encounters, treasures and additional, subsidiary locations accessible from the location the players are in.

Now Don`t get me wrong, There are issues with these modules to be sure. The Fighters Challenge I especially has some issues, seeing as it was designed for a single, 3rd level fighter, and the challenges are scaled for a party of characters of the same level... which would, themselves, find the encounters difficult as hell. And the treasure... don`t get me started. Too much, Too powerful, Too... TOO!
But the essence of the module, the locations and hooks to bring the players in... those are all there in fine form, all without forcing the players into visiting them. The friendly medicine woman needs herbs to make healing potions... something the players need... and they can only be gathered from the foul swamps. The Local story-teller has heard tale of a great missing treasure that can return the city to prosperity... and knows its location for a price. Obviously the ENTIRE TOWN would be grateful for it`s discovery and offer many rewards, let alone what else is found on the dangerous road. The list goes on...

So, long story short, I`m saying aspiring GM`s should get their grubby hands on a few of these old modules and see how they are formatted. Give them a gander and tell me what you think. I doubt you`ll be disappointed.

Until next time,
Remember, Don't lead them with a carrot... use a muffin instead.


Bean out~

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