Here is page 52 of the 52 pages. (Page 51 still needs to be finished, the sample adventure, but we are almost there folks.)
Anything obvious I left out?
Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts
Monday, 18 November 2013
Wednesday, 25 April 2012
Player Advice: Follow Through
Part of our final session for the adventure on Sunday was a kind of post-mortem. I don't know about the rest of you; whether, once players are well clear of an adventure, it's usual for the DM to run down for them some of what they missed.
I get the feeling there might be some kind of Old School ex-cathedra edict against it, hidden somewhere in page 38 of the Dragonsfoot forum topics. After all, it breaks the kayfabe, gives players unearned knowledge benefits in the shadow currency of the exploration game, and generally screams utter capitulation to the "let's surf the internet for spoilers" reflex of the Information Age.
But I was feeling generous. Just this once, right? And in the retelling I saw a lot of times where the players didn't follow through. They noticed a strange shape about the map but only speculated about a hidden compartment ... went through every setting on a device except the one that actually did anything ... hit a bump in the pool but did nothing to drag it up ... figured out the exact thing to do in order to get some sweet resources and, in the absence of any possible confirmation from me, then forgot to actually do it.
Of course, we're playing for fun and we've had a lot of it. And maybe that's the point - that the fast and loose style of play leads to a lot of fun situations. Where "fun" arises from poking a button with your finger instead of an iron spike, tasting an unknown liquid found in the dungeon, or simply role-playing your barbarian fighter running full speed ahead into an army of kobolds.
Sometimes, even, checking your swing can save you from unimaginable fates.
But if you want my advice on how to prosper as an adventurer (yeah, wow, I'm getting soft as a DM), then ... Take notes, especially when you have an insight. Read those notes. Follow through on them.
This is the prosperity gospel of the well-designed dungeon.
In other news, my player Mike has summoned the hordes of reddit to view the player-created dungeon maps I posted yesterday and in a short 24 hours it has become my most viewed post of all time (yeah, beating that other one that cheated its way to the top because it shows up in people's Google image searches for 4th edition character sheets). Welcome, and I hope some of you stay a while!
I get the feeling there might be some kind of Old School ex-cathedra edict against it, hidden somewhere in page 38 of the Dragonsfoot forum topics. After all, it breaks the kayfabe, gives players unearned knowledge benefits in the shadow currency of the exploration game, and generally screams utter capitulation to the "let's surf the internet for spoilers" reflex of the Information Age.
But I was feeling generous. Just this once, right? And in the retelling I saw a lot of times where the players didn't follow through. They noticed a strange shape about the map but only speculated about a hidden compartment ... went through every setting on a device except the one that actually did anything ... hit a bump in the pool but did nothing to drag it up ... figured out the exact thing to do in order to get some sweet resources and, in the absence of any possible confirmation from me, then forgot to actually do it.
"Let me see that dungeon map ...." *STAMP* |
Of course, we're playing for fun and we've had a lot of it. And maybe that's the point - that the fast and loose style of play leads to a lot of fun situations. Where "fun" arises from poking a button with your finger instead of an iron spike, tasting an unknown liquid found in the dungeon, or simply role-playing your barbarian fighter running full speed ahead into an army of kobolds.
Sometimes, even, checking your swing can save you from unimaginable fates.
But if you want my advice on how to prosper as an adventurer (yeah, wow, I'm getting soft as a DM), then ... Take notes, especially when you have an insight. Read those notes. Follow through on them.
This is the prosperity gospel of the well-designed dungeon.
==========================
In other news, my player Mike has summoned the hordes of reddit to view the player-created dungeon maps I posted yesterday and in a short 24 hours it has become my most viewed post of all time (yeah, beating that other one that cheated its way to the top because it shows up in people's Google image searches for 4th edition character sheets). Welcome, and I hope some of you stay a while!
Subscribe to:
Posts (Atom)