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The Uncanny Resurrection of Dungeons and Dragons

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Re: The Uncanny Resurrection of Dungeons and Dragons

#131
post #96
post #88

Earlier quoted context omitted.

Not just empathy - it's also a sense of drama that's required. A DM writes the story in (semi-)real-time, whereas in CRPGs the "DM" (the writers) have to predict player actions in advance and railroad the players a lot more in order to get a good story progression going.

This is the key insight which many new DMs seem to miss. D&D isn't a "game", it's a framework for telling an engaging story together.

Exactly. I played DnD, asynchronously, over the phone. Hours at a time with the DM, rarely a die rolled.

Re: The Uncanny Resurrection of Dungeons and Dragons

#132
post #96
post #88

Earlier quoted context omitted.

Not just empathy - it's also a sense of drama that's required. A DM writes the story in (semi-)real-time, whereas in CRPGs the "DM" (the writers) have to predict player actions in advance and railroad the players a lot more in order to get a good story progression going.

This is the key insight which many new DMs seem to miss. D&D isn't a "game", it's a framework for telling an engaging story together.

It also goes both ways. The players have to engage and help build the story. I love the Feng Shui RPG for how they insist about the back and forth between player and DM. They also encourage the DM to pre-roll everything to make fights go smoother.

Re: The Uncanny Resurrection of Dungeons and Dragons

#133
post #75

I'm not sure if it's resurrecting, or just improving it's image, either way it's welcome. Still, it is sad that it is so focused on one game: D&D. It's a decent game, particularly fifth edition, but I can't help finding it a bit... um, artless. Which isn't a problem, sometimes that's fun. But when there are so many amazing and sophisticated RPGs, with game mechanics that expand the form and support interesting play,…

Maybe then a new game could be related to D&D as Clojure is to Java? Like, built on the D&D runtime?

Ha, there actually are engines, that many of the new RPGs share. But I am not sure D&D (or at least 5e) is well suited for being a base for many different games, because i.m.o. it has a strong focus on combat.

If you want a game with lot of encounters with monsters to defeat, getting more and more powerful to defeat even harder enemies, with combat system that is not overly complex but still tactical, you definitely could (and maybe even should) base your game on D&D

Heroic fantasy works. I could imagine Witcher, or Monster Hunter, even aliens style sci-fi reskin, fighting monsters in derelict space-ships should work... but i.e. Shadow of the Colossus would be harder, and Game of Thrones style political intrigue might turn into really simplistic dice-rolls.

But this is probably true of many games, i.e. I heard that Fate is really good if you want to do something with a structure of action-adventure tv-show, but probably not a psychological horror :P But doing i.e. politics in that system might be more fun than in i.e. base 5e D&D.

Probably the most succesful engine I have seen is in the powered-by-the-apocalypse games. Apocalypse World invented a really simple base machanic, where if your character wants to accomplish something, you roll two 6-sided die, sum the numbers, and if it is 10/11/12, you just do the thing, if it is 7/8/9, you do the thing, but something bad happens, and if it is 1 to 6, you don't do the thing and something bad happens.

Probably my favourite system I have played so far :-)

Re: The Uncanny Resurrection of Dungeons and Dragons

#134

Earlier quoted context omitted.

Maybe then a new game could be related to D&D as Clojure is to Java? Like, built on the D&D runtime?

Ha, there actually are engines, that many of the new RPGs share. But I am not sure D&D (or at least 5e) is well suited for being a base for many different games, because i.m.o. it has a strong focus on combat. If you want a game with lot of encounters with monsters to defeat, getting more and more powerful to defeat even harder enemies, with combat system that is not overly complex but still tactical, you definitely…

> you roll two 6-sided die, sum the numbers, and if it is 10/11/12, you just do the thing, if it is 7/8/9, you do the thing, but something bad happens, and if it is 1 to 6, you don't do the thing and something bad happens

Seems too similar to my real life experience. That's uncanny.

Re: The Uncanny Resurrection of Dungeons and Dragons

#135
post #75

I'm not sure if it's resurrecting, or just improving it's image, either way it's welcome. Still, it is sad that it is so focused on one game: D&D. It's a decent game, particularly fifth edition, but I can't help finding it a bit... um, artless. Which isn't a problem, sometimes that's fun. But when there are so many amazing and sophisticated RPGs, with game mechanics that expand the form and support interesting play,…

As a total noob to all of this, where would I go to find helpful commentary on how these different games compare to each other and what they offer?

I cannot suggest a comparison list. I can tell you I played D&D but I liked more Stormbringer (both are Fantasy) and even more Cyberpunk2020.

Re: The Uncanny Resurrection of Dungeons and Dragons

#136
Does anyone remember the MUD [1] days ?

It was a terminal text based D&D where you could connect to a server and create a character and play with other people. Every mud service was a completely different world you could explore and had different characters. You would team up with people and go slay monsters to gain experience and level up or just hang out and do stupid stuff.

You could use a dedicated mud clients like zMud [2] that added some nice key mapping for going north/south/up/down etc. All interaction was text based in CLI.

I was a teenager at that time, late nineties. I spent so many hours playing on a mud called "Merging of Fates" [3] [4] meeting great people day after day. They had occasional meetups in real life, but I didn't grow up in the US so I didn't attend. I think mud was the major factor for improving my English vocabulary as a kid.

I miss those times.

1: https://en.wikipedia.org/wiki/MUD

2: http://www.zuggsoft.com/page.php?file=zmud/zmudinfo.htm

3: http://www.mudconnect.com/mud-bin/adv_search.cgi?Mode=MUD&mu...

4: http://www.mudstats.com/World/AMergingofFates

Re: The Uncanny Resurrection of Dungeons and Dragons

#137
post #86
post #60

Earlier quoted context omitted.

If you have any, I’d love tips for running a game for kids. (I’ve never DM’ed or played but am pretty familiar from many podcasts)

The starter set is pretty good to get you up and going with DMing. The best bit of advice I can give is to let the kids be creative and don't be too fussed about the rules. It's like improv - any idea is a gift - even if it's an outlandish idea, let them do it, make up some difficulty score and when the dice come up with a failure, try to be as creative and funny as possible in describing the outcome.

I agree with the parent. In a sense always say yes to crazy ideas and just make up something similarly crazy to challenge them.

Re: The Uncanny Resurrection of Dungeons and Dragons

#138

I always wanted to give it a go, but could never find a group. Now as a careered adult with kids, it is even harder to find time to try this kind of thing, especially since my spouse has few gaming tendencies. Last year or so though, I saw a Pathfinder Humble Bundle for a bunch of rule books and I decided to buy them for fun. And that got me thinking..I started poking around some forums and ended up joining a play-by…

You could always play with your family.

Yeah, I got my teenager and some of his friends into D & D in middle school... I jus bought the current box set and dm'd for a the first couple of sessions and then one of his buddies took over.

Re: The Uncanny Resurrection of Dungeons and Dragons

#139
post #87

Earlier quoted context omitted.

If we're going to go off on a tangent of comparing rpgs to programming languages, I fondly remember GMing a Paranoia campaign back in the day where I took great delight in breaking the rules to kill off the player's clones in quick and gruesome succession. And then they all had lots of fun backstabbing each other to death. I guess you'd call that RPG the equivalent of INTERCAL.

The Paranoia rulebooks were a joy to read. Comedic masterpieces in themselves.

Dissemination of classified material from Paranoia rulebooks is treason, citizen.

Re: The Uncanny Resurrection of Dungeons and Dragons

#140

>half a dozen paid Dungeon Masters... Still trying to process that. Do I need to polish my resume? What type of experience is required? How many applications did he get? How old were the applicants?

I'm from the era when GMs were paid in pizza, Dr. Pepper, and thank yous.
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