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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

    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 “rulings not rules”, 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 “rulings not rules”, 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 “Rulings, not rules” 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 “Rulings, not rules” 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 😉 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 😉 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… “out there”, you know? Like, when “rulings, not rules” becomes a mantra that translates to “the GM has spoken, so sit the fuck down”.

                  I’ve seen the moden/OSR divide spoken of as “high trust” vs “low trust”, 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. 😆

                    "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).

                      1 Reply Last reply
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