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6 months ago ::
Dec 16, 2012 - 8:08AM
#261
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Date Joined:
Oct 24, 2012
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Okay, so chaosfang first ran LFR. Spaceinvader say it is railroads too.
Matyr? Nerradetrok? Did you learn to DM with publish adventures or LFR too?
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6 months ago ::
Dec 16, 2012 - 8:21AM
#262
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Date Joined:
Oct 28, 2010
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The fact that LFR is kinda railroady has very little bearing on how good a DM is. If anything, LFR mods have taught me more about not railroading than anything, because they've taught me how boring it can be.
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6 months ago ::
Dec 16, 2012 - 8:31AM
#263
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Date Joined:
Oct 24, 2012
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Were you expose to other methods or games before you decide there was a better way?
I want to know if the people who like illusions and railroads have only learned to DM from LFR or published mod.
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6 months ago ::
Dec 16, 2012 - 8:35AM
#264
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Date Joined:
Oct 28, 2010
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I fail to see how that makes any difference.
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6 months ago ::
Dec 16, 2012 - 10:55AM
#265
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Date Joined:
Jun 19, 2004
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Okay, so chaosfang first ran LFR. Spaceinvader say it is railroads too.
Matyr? Nerradetrok? Did you learn to DM with publish adventures or LFR too?
No, I did not start with LFR modules, or any premade modules. I started DMing in a game where there really was no system and we just made up everything (game world, rules, characters) on the fly. My first campaign as DM was in high school and we were all interested in the improv and none of us even had the actual books for 3e (which is what we were supposedly playing). It was... Odd.
LFR is a little railroady, but that is because doing it any other way would be a really bad plan (at least at cons). At most LFR stuff you have a great variance between DMs and the mods are supposed to be roughly the same for each playthrough and have a defined difficulty for them. That being said, I rarely stick with the script and instead change the mod quite a bit to adjust to the player's skill level / interests.
Currently working on making a Dex based defender. Check it out hereSpoiler:
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Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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6 months ago ::
Dec 16, 2012 - 2:08PM
#266
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Date Joined:
Dec 11, 2011
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Were you expose to other methods or games before you decide there was a better way?
I want to know if the people who like illusions and railroads have only learned to DM from LFR or published mod.
I don't understand how this is supposed to be relevant, to be honest. And I really don't dig the comment about there being a "better way than illusions and railroads". The better way is whichever one works best for you and your group, be it railroading or sandbox, or anything in between. And even then, a group may shift between styles during a campaign.
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6 months ago ::
Dec 17, 2012 - 7:55AM
#267
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />And there's the problem with Yagamifire... no alcohol. Just kidding.
Yagami, you've got some good advice on campaign building. I used to think you just trolled everyone, but I've seen that's not true. At this point, I'm reading through what you have to say and sifting out what I think it important from how you say it.
Thank you for the compliment. It's appreciated.
However I think a lot of this is intellectual argument, that doesn't always pan out in the real world. Sure, it'd be nice if every DM was able to come up with exciting challenges at the players' whims, but not everyone can do that and do it well. I also think players should have a fair amount of input in world-building, and DM's shoudl have some small control over a Character, with the understanding that neither party will intentionally screw over the other.
I think worrying about what "pans out in the real world" is foolishness. The airsoft team I play on has the motto "Perfection Tomorrow, Improvement Today" with the understanding that tomorrow will never come. We seek to constantly improve. DMs (or anyone playing a game really) should always seek to do the same or give up on criticising or playing the game. I also totally disagree that DMs should have ANY amount of control over a character if you are refering to actions or such. The PC is ENTIRELY the domain of the player. It is the PLAYERS character. It is their property. If one is worrying about an unspoken rule not to "screw over the other" then something is already wrong. This shouldn't even enter into the equation.
This is all part of the notion that one needs to balance against bad players or DMs...you can't do that. It is a design impossibility. As I said in another thread, you can't make something fool proof because they'll simply make a better fool. Instead, the game needs to be designed to operate as well as possible. Part of that is discussing the game and the approach to the game in a way that represents it being played as well as possible. Anything else is designing towards mediocrity.
I do not believe that every DM can do everything on a whim. I could not do that when I started. However, it is more important to give them tools to improve (which includes this forum and its advice) than it is to support them playing at a lower level. Can they get along at that level and improve as they go? Yes absolutely because that is reality. Should the game and other members of the game community seek to help that person improve? Yes absolutely. Instead of handing out participation trophies, we should be seeking to help everyone become an MVP. Is it possible? Of course not, there's only ever one MVP to a team...but that doesn't matter. The journey is what matters, not an impossible destination (perfection).
After all, would you want to sit down to play with a DM who outright states "Hey so you know, I've got no interest in improving how I do things."? I would hope the answer would be "of course not".
If Matyr and his group are having fun playing D&D, then that's great. Based on what I've read of a LOT of poster's games, I would not have fun playing in their worlds/games. When LunarSavage was still posting, there was NO way I would have played in one of his games, but it sure sounded like he and his players had a blast with it.
I would say this is impossible to know until you play it (that type of game that is). I can describe various food to you all day and part of it may disgust you...however description is a poor substitute for experience.
There isn't one right way to play D&D. There is a wrong way, and that's for DM's to lay out specific tracks and tell players this is what's going to happen today and I'll have my super-powerful DMPC save the day. I think we can all agree on that.
There are many wrong ways to play D&D. In fact, I'm going to have a post challenging that very soon.
Not all DM's are good at improvising and coming up with new encounters on the fly. It's a skill that needs to be learned, and more DM's need to try it. I have a session tomorrow that I'm planning for. So far I have: they can continue in to the cave looking for the merchant that they were asked to find, or they can skip it and move on. I've got stuff in my head as to what will happen if they DO continue in the cave, and some alternate idea if they continue on. And I've got a basic monster template to try and make stuff up on the fly. I hope it's a fun day for the players.
I entirely agree with the first sentence of that quote. However, it (improvisation) IS the most important skill a DM can have while balancing that improvisation with fairness. Because of this, the game and its community should seek to help players reach a perfect level of improvisation...seeking less is to reinforce something less than ideal and there's no point to that.
I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.
If you challenge me, prepare to be challenged. If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo
My blog and stuff http://dmingtowin.blogspot.com/
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6 months ago ::
Dec 17, 2012 - 10:18AM
#268
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Date Joined:
Jul 17, 2010
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Okay, so chaosfang first ran LFR. Spaceinvader say it is railroads too.
Matyr? Nerradetrok? Did you learn to DM with publish adventures or LFR too?
I've never ran LFR before, or even looked at any of the modules sicne I have no interest in the Forgotten Realms. I have run through a few modules, and they've all seemed pretty forced and on specific rails. I don't like that. What I'm doing now is taking ideas from modules and trying to incorporate them in to the current game. If the players aren't interested, I leave it at that. I have a couple of ideas in my head that haven't been planned, in which I lay out hints to see if the players are interested. If they aren't, I let it go and go on towards something they are more interested in.
I'm going to keep trying to improv what's going on, giving players hooks and then prepare minimally for which ones they bite. If I fail at improv, then I'll have something to look back on and see where I've failed.
@YagamiFire - When I say the DM has some control over the character, I definitely do NOT advocate that a DM should ever say what a character does. Never the actions. What I mean is that the DM may insert some NPC with a connection to the PC's background, depending on what that background is. And it's always something that can be tossed aside if the PC doesn't want to use it. Usually things like old friends, relatives, etc. Someone the PC may have a strong feeling towards, but maybe not. If the PC doesn't care, then it's likely just a case of Mistaken Identity and we move on to something else.
What I'm seeing so far, with just a few sessions with this new game, is that the PC's don't seem to have any plans for what they want to do. They have some history of who the character was, and some idea of who they want the character to become, but nothing in the way of how the character changes, where they will go and what they will do to get there. So, I'm providing a little direction for them by having adventures/quests offered to them.
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6 months ago ::
Dec 17, 2012 - 10:37AM
#269
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />@YagamiFire - When I say the DM has some control over the character, I definitely do NOT advocate that a DM should ever say what a character does. Never the actions. What I mean is that the DM may insert some NPC with a connection to the PC's background, depending on what that background is. And it's always something that can be tossed aside if the PC doesn't want to use it. Usually things like old friends, relatives, etc. Someone the PC may have a strong feeling towards, but maybe not. If the PC doesn't care, then it's likely just a case of Mistaken Identity and we move on to something else.
Ah I understand now.
What I'm seeing so far, with just a few sessions with this new game, is that the PC's don't seem to have any plans for what they want to do. They have some history of who the character was, and some idea of who they want the character to become, but nothing in the way of how the character changes, where they will go and what they will do to get there. So, I'm providing a little direction for them by having adventures/quests offered to them.
I think you are treating a symptom then rather than the problem. If your players start aimless it will be very easy for them to remain aimless. I find that often because of too much focus on character builds, mechanics and optimization etc that the actual CHARACTER part of "character sheet" falls through. The PCs are adventurers...them having no plans means they either do not understand the world thoroughly enough or that they do not understand their characters well enough. From your description it seems like the former. Players are generally either paralyzed by infinite choice (when they do not understand their character well enough to decide where or what to do given unlimited options) or are paralyzed by the mistaken belief that they have no choice and that something is being presented to them. Either is highly problematic. The first may lead to random acting out...and the second may lead to complete and total lack of motivation requiring the DM to essentially narrate the players actions.
I think your players need to know more about the world so that they can try and figure out how they fit into it and how they want to tackle it.
I'm on a journey of enlightenment, learning and self-improvement. A journey towards mastery. A journey that will never end.
If you challenge me, prepare to be challenged. If you have something to offer as a fellow student, I will accept it. If you call yourself a master, prepare to be humbled. If you seek me, look to the path. I will be traveling it. #SuperDungeonMasterIITurbo
My blog and stuff http://dmingtowin.blogspot.com/
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