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Post by Admin Pete on Oct 6, 2015 14:23:03 GMT -5
This thread was created by The Perilous Dreamer at the time he was the Admin.
I saw this question on a non-D&D forum and thought it was relevant and worthy of discussion here.
The writer then goes on to make the following statement and then ask the above question in another way.
So I invite all member to discuss one, two or all three questions and share what you think about. Please put on your player hat and think about it from the player side as to what you would look for in a game.
I will also be posting some things that came up in that other thread, my comments on them and then your response to those things also, letting me know if you agree or disagree with my assessment of those additional things.
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Post by tetramorph on Oct 6, 2015 14:45:45 GMT -5
Frankly, I am most appreciative when the ref allows me to explore a fantasy world that is as close to, continuous with and corresponding to the classical shared western inheritance.
I want to stake my vampires through the heart to kill them. I want my orcs to spontaneously generate out of chaos and need swift extermination. I want my elves to be fay and my dwarves to be miners. In short, I want to know where I am, without having to do a bunch of work to figure out what should really be my referee's work on his own novel!
I only need to know enough politics and history to make sound wargaming decisions. I am not interested in language or culture as I am unlikely to need those for role-play. If they would help me with the game, then I will be curios to know. I am not interested in gods or mythology unless I need to know how some evil clerics god may chase me down if I don't kill his evil cleric the right way. I only need to know the geography that will help me with my wargame. Etc.
What matters to me most is the feeling that I am playing a character in a fairly recognizable western medieval fantasy setting where he can make his life better through treasure hunting, land-clearing and war against the denizens of chaos. That makes me happy!
Hope I didn't sound like a stinker. This is from someone who spends a heck of a lot of time thinking about his own campaign world. But I know that most folks aren't very interested in my own details either. I work on that stuff for myself because it is fun to me. And, occasionally, it helps me make a judgment call as a ref because it helps me know what is more or less consistent with my "world" if I have fleshed it out.
That's about it!
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Post by Deleted on Oct 6, 2015 16:22:07 GMT -5
I like a fantasy world that makes sense and doesn't make sense, as weird as that sounds. Civilization must make sense and feel real, but the Dungeon doesn't have to and really shouldn't. Civilization should seem familiar, where as the Dungeon should be a place of discomfort and dread. If exploring ruins and underground strongholds starts to make sense, it becomes Indiana Jones sans the fun - just plain old archaeology - and not necessarily the trippy fun kind on Ancient Aliens.
I want to fight against Orcs, Goblins, Giants, the Undead - you know, the Forces of Evil - not because it's heroic or anything, but there is something more to be gained in treasure and magic items - maybe something more than that too ... notoriety, fame, fortune, wine, hot graph paper babes ... all that.
I like gritty situations and because of that I like choices galore.Players should feel like they are in control of their own destinies until I cast a geas on them for some very good reason, supported by gameplay. More choices usually means I/you get what I/you want - or close to it. New spells,different races and cultures, different character classes - it all brings a new way of playing the old game. But the honest truth is, with all the wonderful choices I provide players with, the most commonly played character type is still - beyond a shadow of a doubt - the simple Fighting Man. That said, because I like the variety of choices, I still offer up those choices ... it makes my mind happy on some level to think that Norsemen do not culturally have a cleric class in my game, but a Godar to fill the warrior holy man position, or that Celts have Druids, or whatever. that's more about civilization making sense. My dungeons might have goblins, might have mi-go, Morlocks, or Daleks. Gravity might not work the way it ought to for part of the Dungeon. Magic in civilization tends to be either predictable/substitute for technology or disruptive to civilized life. Actually with Magic in the midst of the Dungeon, all one can really do is embrace the Dungeon, because ANYTHING can happen there.
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Post by Admin Pete on Oct 7, 2015 7:16:15 GMT -5
Please continue answering the above questions as I interject more stuff as we go.
One of the responses to the above was:
I don't tell my players what equipment they should take (well I help out newbies who are learning), I leave that up to experienced players to do on their own. I do let people know up front if you run out of something you are really out of that item. I started with larger groups of 12 or more players so if having more than one of any character class spoils it for you, you need to learn how to bring life to your character and make him unique. The motivations of the character are up to the player, as the ref I don't think it is my place to tell you who your character is, play him and find out.
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Post by Admin Pete on Oct 7, 2015 8:05:55 GMT -5
Here are a few more responses, I think you can see a common theme:
These people are so different from the players I have had both currently and bitd. These people seem to want a book to read about the world so they can design a character, instead of creating a character and learning about the character and the world as they play. My players will barely read a half page of house rules let alone a huge treatise on the world. I wonder how these players would do going through a portal into a completely different world from the one they started in.
I, unlike my players, will read anything the ref will give me to read about the world, but not because I want to design the perfect character for the world.
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Post by Admin Pete on Oct 7, 2015 10:51:38 GMT -5
Another response which I found interesting were these:
I really like this last comment above.
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Post by Admin Pete on Oct 7, 2015 10:53:21 GMT -5
My personal favorite response was this one:
I want this guy in my game and can I clone him?!!
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Post by tetramorph on Oct 7, 2015 15:21:54 GMT -5
My personal favorite response was this one:
I want this guy in my game and can I clone him?!! Yes, this is the best use of campaign detail: to enhance immersion.
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Post by finarvyn on Oct 11, 2015 9:11:45 GMT -5
I want to stake my vampires through the heart to kill them. I want my orcs to spontaneously generate out of chaos and need swift extermination. I want my elves to be fay and my dwarves to be miners. In short, I want to know where I am, without having to do a bunch of work to figure out what should really be my referee's work on his own novel! I think your post summed up most of my thoughts on the matter, but I wanted to emphasize the part I liked best. I like things simple, sort of "Appendix N" simple. Conan doesn't spend a lot of time thinking about the politics of Aquilonia, until he decides to become king of it. Frodo doesn't spend his days listing all of the nations found on the map, even if he knows them. Elric doesn't make lists of which gods owe him favors. All of these things sort of happen during "play" when the character is adventuring and are otherwise hidden from the reader until needed. Gaming should be like that. I like to start off a campaign by showing a map with a few interesting things marked on it and give a few vague highlights which can be fleshed out more if the players ask. Rather than list gods I tend to let the players pick ones they like (which explains why my sister always has clerics of Zeus or Apollo). My belief is that most players don't want details until they become important.
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Post by tetramorph on Oct 11, 2015 11:33:30 GMT -5
Thanks, finarvyn. That is exactly my experience with play as well. Players only want to know as much as they need to help them be successful with in-game rewards. If they wanted a lecture on fantastical cosmologies, they would go to one! The fantasy cosmology, campaign setting, maps, etc, are all for me and so I can build a realistic world i response to their own exploration and questions. I am learning to start with a bare minimum and watch things unfold as the players themselves inspire the direction things go.
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Post by Admin Pete on Oct 11, 2015 11:57:04 GMT -5
My belief is that most players don't want details until they become important. Yes, this is the best use of campaign detail: to enhance immersion. These two statements really stand out to me, and I agree with both of them. I think these statements complement each other.
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Post by hengest on Oct 11, 2015 19:43:46 GMT -5
I really liked tetramorph's and JMiskimen's replies. I can add only that I appreciate it when the DM has solid investment in their campaign world but isn't overly invested in THIS encounter going THIS way, or this villain being handled in exactly this way because of what they mean to the DM. You don't have to worry you're going to break the DM's fun just by playing the game.
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Post by finarvyn on Oct 12, 2015 5:58:55 GMT -5
One of my favorite DM tricks is to "steal" locations from popular fiction. If I tell my players that they enter "the fantasy equivalent of Mos Eisley" they have a visual image much better than what I could explain otherwise, or if I tell them "you find Helm's Deep" they expect to find horse soldiers like in Rohan. Gives lots of info without either one of us having to memorize a bunch of campaign information.
That was always the problem with playing 5E in the game store. The DM may have been really familiar with FORGOTTEN REALMS but I wasn't, and when I tried to run 5E my players knew the REALMS better than I did....
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Post by Von on Oct 19, 2015 2:22:08 GMT -5
I'll tell you with a story. The other day I played a session of 5e with a DM whose knowledge of the rules and the Forgotten Realms is impressive but who is something of a slave to the books and the sheets. (For those who are keeping score of my boring stories, his first DM was the "I see there are no clothes on your character sheet, clearly you are bollock naked in the wilderness" guy.) There was some business with a cart, a road, two dead horses full of arrows and some goblins. Our party of mostly pre-generated characters was "supposed" to have a wand of scorching rays to compensate for our lack of a wizard (not something I'd have done but neither here nor there), but it hadn't found its way onto anyone's character sheet. The encounter saw two fluke hits from goblin arrows that were enough to kill first level characters and leave our cleric all on her own.
His decision was to retcon the encounter and start over with the wand in the "correct" place (about the person of our halfling thief). A very... computer-gamey... sort of solution. (I've been replaying Baldur's Gate recently and that "save and replay until you have a favourable or at least desirable outcome" factor has been high.) I must have looked a bit grumpy because in a Skype chat afterwards (knowing me to be a man of strong opinions about DMing) he asked me what I'd have done differently.
What matters to me is that the DM has flair and imagination and that the gameplay has flow and remains engaging. This practical skill at managing a game is far more important than any feat of the imagination. All of which is my roundabout way of saying that as a player, I don't really give a toss about what the DM has thought about in building their world provided they are good at running it.
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Post by Von on Oct 21, 2015 13:48:39 GMT -5
I add, for the sake of clarity in my own soul: as a DM I find the behind-the-scenes thinking necessary in order to run my world smoothly. When caught on the hop I have a tendency to introduce elements which I later regret: not a problem in one-off games but a vexation when I intend to inhabit a game's world for a while.
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