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Wandering Adventure Party

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  3. This was a good piece about adventures that leave space for GMs to make their own creative decisions: https://bluemountain.bearblog.dev/chew-your-own-damn-food/

This was a good piece about adventures that leave space for GMs to make their own creative decisions: https://bluemountain.bearblog.dev/chew-your-own-damn-food/

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  • Moreau VazhT Moreau Vazh

    @SJohnRoss It's just preposterous really... Every time I stick my nose in the door at Bluesky, it's someone roaring about how they know better about what my friends and I are likely to enjoy playing.

    S. John RossS This user is from outside of this forum
    S. John RossS This user is from outside of this forum
    S. John Ross
    wrote last edited by
    #13

    @Taskerland Fortunately, when I look at Bluesky it's mostly old movie stills and comic book covers. Well, and lots of political misery Bluesky doesn't give me the tools to filter out. 😐

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    • Moreau VazhT Moreau Vazh

      This was a good piece about adventures that leave space for GMs to make their own creative decisions: https://bluemountain.bearblog.dev/chew-your-own-damn-food/

      sbszineS This user is from outside of this forum
      sbszineS This user is from outside of this forum
      sbszine
      wrote last edited by
      #14

      @Taskerland In rare event that I'm buying a module, I want it to be open enough that I can drop it into any campaign. On the other hand I don't want to be doing any non creative prep, e.g. as a GM I shouldn't have to go hunting stat blocks for monsters, make maps for someone else's dungeon, organise info that is scattered throughout the module. Give me space to place it in a setting and make creative decisions, yes, but the module designer better have done all the tedious busywork.

      CharnockP 1 Reply Last reply
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      • sbszineS sbszine

        @Taskerland In rare event that I'm buying a module, I want it to be open enough that I can drop it into any campaign. On the other hand I don't want to be doing any non creative prep, e.g. as a GM I shouldn't have to go hunting stat blocks for monsters, make maps for someone else's dungeon, organise info that is scattered throughout the module. Give me space to place it in a setting and make creative decisions, yes, but the module designer better have done all the tedious busywork.

        CharnockP This user is from outside of this forum
        CharnockP This user is from outside of this forum
        Charnock
        wrote last edited by
        #15

        It's odd how many scenarios that have been around for a long long time have glaring omissions in their provided maps and prep. Shadows of Yog-Sothoth has glaring gaps and it's been around for decades. It's quite common in Chaosium stuff to find reddits full of people asking questions "where is the map of Mr Doglather's house?" and the like.

        @strangequark @sbszine @Taskerland

        Strange QuarkS 1 Reply Last reply
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        • CharnockP Charnock

          It's odd how many scenarios that have been around for a long long time have glaring omissions in their provided maps and prep. Shadows of Yog-Sothoth has glaring gaps and it's been around for decades. It's quite common in Chaosium stuff to find reddits full of people asking questions "where is the map of Mr Doglather's house?" and the like.

          @strangequark @sbszine @Taskerland

          Strange QuarkS This user is from outside of this forum
          Strange QuarkS This user is from outside of this forum
          Strange Quark
          wrote last edited by
          #16

          @Printdevil I think it was only last year I was looking at the scottish chapter of Yog-Sothoth and sent you a list of inconsistent, ambiguous and missing information.

          @sbszine @Taskerland

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          • Moreau VazhT Moreau Vazh

            There was a similar problem in the 80s and 90s when designers took it upon themselves to second-guess GMs and impose outcomes through the use of narrative guardrails.

            Nowadays the same instinct has returned but the guardrails are generally procedural (in the case of the OSR) or structural (in the case of storygames).

            KichaeK Offline
            KichaeK Offline
            Kichae
            Forum Master
            wrote last edited by
            #17

            Moreau Vazh This is why I don’t run APs (since strong narrative guardrails need to be set by the end of one book/chapter in order to actually facilitate the flow from one episode to the next).

            The flip side of this is that I also just don’t seem to be able to fit in in the general online TTRPG spaces, since they’re either filled with people who think that pre-written adventures should be as linearized and as firewalled as possible, or those who refuse to accept rules sets as anything short of the inflexible, inarguable commandments from God Almighty. Meanwhile, I also can’t stomach OSR spaces and circle jerk around ā€œrulings not rulesā€, because I still expect to get some kind of state or physics engine out of these things I’m paying for.

            Moreau VazhT 1 Reply Last reply
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            • KichaeK Kichae

              Moreau Vazh This is why I don’t run APs (since strong narrative guardrails need to be set by the end of one book/chapter in order to actually facilitate the flow from one episode to the next).

              The flip side of this is that I also just don’t seem to be able to fit in in the general online TTRPG spaces, since they’re either filled with people who think that pre-written adventures should be as linearized and as firewalled as possible, or those who refuse to accept rules sets as anything short of the inflexible, inarguable commandments from God Almighty. Meanwhile, I also can’t stomach OSR spaces and circle jerk around ā€œrulings not rulesā€, because I still expect to get some kind of state or physics engine out of these things I’m paying for.

              Moreau VazhT This user is from outside of this forum
              Moreau VazhT This user is from outside of this forum
              Moreau Vazh
              wrote last edited by
              #18

              @kichae I was initially drawn to the OSR because of "rulings not rules" but that is very much not the vibe anymore.

              KichaeK 1 Reply Last reply
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              • Moreau VazhT Moreau Vazh

                @kichae I was initially drawn to the OSR because of "rulings not rules" but that is very much not the vibe anymore.

                KichaeK Offline
                KichaeK Offline
                Kichae
                Forum Master
                wrote last edited by
                #19

                Moreau Vazh ā€œRulings, not rulesā€ is fine and dandy if someone is marking down the rulings and ensuring consistency over time. But then rulings become rules, or valence players become tools for the GM and their bestie to play with.

                I’d rather have rules I can ignore than rules I need to make up and codity myself in order to maintain my own self respect.

                Moreau VazhT 1 Reply Last reply
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                • KichaeK Kichae

                  Moreau Vazh ā€œRulings, not rulesā€ is fine and dandy if someone is marking down the rulings and ensuring consistency over time. But then rulings become rules, or valence players become tools for the GM and their bestie to play with.

                  I’d rather have rules I can ignore than rules I need to make up and codity myself in order to maintain my own self respect.

                  Moreau VazhT This user is from outside of this forum
                  Moreau VazhT This user is from outside of this forum
                  Moreau Vazh
                  wrote last edited by
                  #20

                  @kichae To each their own bud šŸ˜‰ My games tend to be quite socially-anchored and there's a lot of 'what would make sense in this situation?' where it's partly me making rulings, partly players explaining their thinking, and partly the group negotiating stuff.

                  KichaeK 1 Reply Last reply
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                  • Moreau VazhT Moreau Vazh

                    @kichae To each their own bud šŸ˜‰ My games tend to be quite socially-anchored and there's a lot of 'what would make sense in this situation?' where it's partly me making rulings, partly players explaining their thinking, and partly the group negotiating stuff.

                    KichaeK Offline
                    KichaeK Offline
                    Kichae
                    Forum Master
                    wrote last edited by
                    #21

                    Moreau Vazh Indeed. And that’s great at the table level. I run my games very similarly. The issue is more… ā€œout thereā€, you know? Like, when ā€œrulings, not rulesā€ becomes a mantra that translates to ā€œthe GM has spoken, so sit the fuck downā€.

                    I’ve seen the moden/OSR divide spoken of as ā€œhigh trustā€ vs ā€œlow trustā€, and the bulk of the OSR community has kind of shown itself to be individuals you probably shouldn’t trust demanding to be in high trust environments.

                    Meanwhile, the modern game landscape seems to be split between people who refuse to read, and people who refuse to think for themselves.

                    Everywhere you look, it’s kind of a hellscape.

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                    • S. John RossS S. John Ross

                      @Taskerland For me as a player ... I expect the GM to protect our table from all externally-imposed outcomes of any kind, from any source.

                      Which, fortunately, is a trivial matter for a GM to do, since they're the GM. šŸ˜†

                      "You insist that I do WHAT, module? You may fuck directly off."

                      Games People PlayG This user is from outside of this forum
                      Games People PlayG This user is from outside of this forum
                      Games People Play
                      wrote last edited by
                      #22

                      @SJohnRoss @Taskerland The thing is, the target demo of people who consume canned adventures are either fans of railroading or people who don't mind them. High-trust GMs using canned goods are the exception, not the norm.

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                      • Moreau VazhT Moreau Vazh

                        There was a similar problem in the 80s and 90s when designers took it upon themselves to second-guess GMs and impose outcomes through the use of narrative guardrails.

                        Nowadays the same instinct has returned but the guardrails are generally procedural (in the case of the OSR) or structural (in the case of storygames).

                        Games People PlayG This user is from outside of this forum
                        Games People PlayG This user is from outside of this forum
                        Games People Play
                        wrote last edited by
                        #23

                        @Taskerland History moves in cycles and gaming is not the exception (hell, someone recently re-invented Marauder 2107).

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