03-08-2018, 07:51 AM | #31 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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In any case, a map of the programmed adventure that is indexed with the paragraphs would allow GMs to run it reasonably efficiently. And if the adventure is available in electronic form, a sufficiently motivated GM can copy/paste the text into a more GM-friendly format. |
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03-08-2018, 08:51 AM | #32 | |
Join Date: Mar 2018
Location: New England
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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Bryce Lynch, who isn't a technical writer but has been reviewing published scenarios for a decade or so, has developed an excellent checklist of adventure technical writing do's & don'ts. And he has a simple guiding principle: the writer's job is to make running the scenario as easy as possible. For what it's worth, I can attest that the scenarios he reviews favorably, while sometimes not to my taste, are excellently crafted, viscerally but simply described, very well organized and thematically coherent. Just my $.02. |
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03-08-2018, 10:17 AM | #33 |
Join Date: Feb 2018
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
In reference to programmed vs. books of ideas, maps, suggestions, backgrounds, etc., both can be fun, but it takes a LOT of work to design an adventure, make allowances for what the players might want to do and what the GM is prepared to do, keep it balanced, etc. etc. in a populate the world approach with just a book of "stuff". Like is said, ideas are free for the taking, it's the implementation that shows the work.
Not a lot of players will volunteer for that, nor may they have the time, and left with having to prepare for days and weeks to design something in the hopes that potential players won't turn their noses up on or sit silently while they consider mowing the lawn, programmed adventures can be the answer. "Hey, why don't we play TFT?" becomes a real option when everyone can sit down and try once more to get through a particularly challenging and interesting adventure without much up front work by the GM. Someone is selected to forego their character to instead survive the entire evening as GM, while the others design away and the GM preps quickly. Without that option, it probably won't be played, in my experience. I don't think anyone in our group *ever* played a programmed module solo, it's interesting that people call it that! Of course, a skilled and dedicated person can design, through many months of hard work, a programmed adventure as a GM unmotivated by compensation or publication, but it almost certainly will not rise to the standard of a professionally developed and tested commercial venture. Excellent programmed replayable adventures are what I would want to see to help get people into the system quickly and easily, then books of ideas for those who have the motivation, time, and interest to develop them into worthwhile adventuring. |
03-08-2018, 11:12 AM | #34 |
Join Date: Nov 2010
Location: Arizona
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
Hey, I lived in Austin back in the day (alas, after the demise of Metagaming and TFT, but Steve was still there) and a "sweet-smelling Houri Fan-dancer" was entirely possible! It's a college town, you know -- anything's possible! ;-)
Last edited by JLV; 03-08-2018 at 11:29 AM. |
03-08-2018, 11:28 AM | #35 | |
Join Date: Nov 2010
Location: Arizona
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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One way to increase replayability of something like Death Test is to list all the rooms (and maybe even a few extras so you're never quite sure what you'll get) and then have the players roll randomly to see what room comes next -- the predictability of the encounters drops off dramatically that way... (I can't take credit for the idea -- it's actually Marko Tabyanan's idea.) As far as GrailQuest goes, I have to say I think it was one of the best microquests ever designed. I sincerely hope that it somehow makes it back into print one of these days! Basically, it broke the mini-dungeon mold set by DT and DT2, and widened the horizons of a programmed adventure quite brilliantly! I totally agree with you on Tollenkar's Lair, my only objection being that it always felt like we were only getting about half the story... ;-) |
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03-08-2018, 11:35 AM | #36 | |
Join Date: Nov 2010
Location: Arizona
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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03-08-2018, 12:31 PM | #37 | |
Join Date: Feb 2018
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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That was the intent from the beginning, but I look to the original creator of TFT to either continue with his ideas or massage others' to ensure a great product worthy of many repeated playings. |
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03-08-2018, 02:16 PM | #38 | |
Join Date: Nov 2010
Location: Arizona
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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Two great companies working together! |
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03-08-2018, 05:28 PM | #39 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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I've not looked at the adventures because they're priced about $13... but they've got about 20 titles out. (Their "Retroclone" rules are more pseudo-clone - they handle skills different from TFT talents.) |
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03-08-2018, 07:57 PM | #40 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Addressing the Elephant in the room (No, not you Sir! Please, sit down.)
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