Skip to content
0
  • Home
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
  • Home
  • Recent
  • Tags
  • Popular
  • World
  • Users
  • Groups
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Sketchy)
  • No Skin
Collapse

Wandering Adventure Party

  1. Home
  2. Uncategorized
  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/

Scheduled Pinned Locked Moved Uncategorized
23 Posts 8 Posters 5 Views
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • 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).

    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
    #8

    @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 1 Reply Last reply
    0
    • Roger BW 😷R Roger BW 😷

      @Taskerland Starting as I do with "the GM is god", I expect any material by other hands incorporated into a campaign to be filtered and mangled through the GM before it gets to the players. The author of the adventure is giving me a pile of Lego bricks, not an Airfix kit.

      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
      #9

      @RogerBW @Taskerland Similar here, though I'd never want to demote the GM to god. 😊

      Roger BW 😷R 1 Reply Last reply
      0
      • S. John RossS S. John Ross

        @RogerBW @Taskerland Similar here, though I'd never want to demote the GM to god. 😊

        Roger BW 😷R This user is from outside of this forum
        Roger BW 😷R This user is from outside of this forum
        Roger BW 😷
        wrote last edited by
        #10

        @SJohnRoss @Taskerland Well, an absolutist mind-of-the-universe sort of god rather than one constrained by a mythology.

        S. John RossS 1 Reply Last reply
        0
        • Roger BW 😷R Roger BW 😷

          @SJohnRoss @Taskerland Well, an absolutist mind-of-the-universe sort of god rather than one constrained by a mythology.

          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
          #11

          @RogerBW @Taskerland As I've said for a long time: "God is just one of my little NPCs." 😊

          1 Reply Last reply
          0
          • S. John RossS S. John Ross

            @Taskerland Definitely this.

            I love a good piece of design but it's ultimately just craft supplies.

            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
            #12

            @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 1 Reply Last reply
            0
            • 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. 😐

              1 Reply Last reply
              0
              • 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
                0
                • 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
                  0
                  • 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

                    1 Reply Last reply
                    0
                    • 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
                      0
                      • 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
                        0
                        • 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
                          0
                          • 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
                            0
                            • 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.

                              1 Reply Last reply
                              0
                              • 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.

                                1 Reply Last reply
                                0
                                • 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
                                  0

                                  Reply
                                  • Reply as topic
                                  Log in to reply
                                  • Oldest to Newest
                                  • Newest to Oldest
                                  • Most Votes


                                  • Login

                                  • Login or register to search.
                                  Powered by NodeBB Contributors
                                  • First post
                                    Last post