4 ms·
A classic example of specialization, a genre of authors has sprung up who write adventure paths and modules of various sizes and complexity. You could think of
by VLM 9y ago
A classic example of specialization, a genre of authors has sprung up who write adventure paths and modules of various sizes and complexity. You could think of it like using a modern framework to write a web app vs rolling the entire thing yourself from machine language.
The largest "best prepared" path I'm aware of is the Dark Obelisk Berrincorte system, which is about one linear foot on the bookshelf, seriously many thousands of pages. Something more normal size would be the Pathfinder adventure paths where you get dozens of pages of prep for GM and players, and a couple pages per hour of path.
You have to realize that historically DnD came from lord of the rings fans sitting around debating how many dwarven archers it would take to kill a balrog or what are the odds if a wizard had to fight it out with forest elves? These are not people intimidated by mere thousands of pages of fantasy fiction. I admit I've occasionally bought paths to read because I like the creativity.
That's the super high level answer. The super low level answer is RPG fan sites and subreddits and usenet are full of epic battles between the GM and the players when the players insist on running a campaign off the rails. To be a good player there has to be at least some surrender to the GM to play along. An annoyed GM can, at the cost of ridiculousness, push the players along the correct path, so if they insist on goofing off in town instead of exploring the scary cave, "a sinkhole opens up in the floor of the pub, underneath your feet, and you fall into the cave the sheriff had assigned to you to explore ..."
Well written, well prepared paths have a lot of problem solving, and the players big job is discerning when the purpose of a problem is to be creative vs it was imposed by the GM to keep on the path. For example, if there's a cliff are we supposed to risk our necks freeclimbing, or are we supposed to look around for rope or hidden steps, or use our limited magic resources to fly up there, or does the cliff exist because the GM "knows" we can't get up there and its just part of the scenery to keep us on the prepared path?
As a compare and contrast generally most players are used to computer RPGs which have zero character development and consider "bring me 9 wolf pelts" to be superior character development and writing style, at least for the genre. Thanks to computer RPGs, the bar is extraordinarily low, so its not hard to impress your players. There's more than a little meta similarity between real life human GMs and role playing class of "bard", so much as a bard wouldn't back down in-game, a GM is unlikely to back down and will put in a best effort.
- forapurpose 9y ago> As a compare and contrast generally most players are used to computer RPGs which have zero character development I tried Baldur's Gate, having read that it was among the best in that regard (I didn't care how old it was). It was pretty disappointing. Then I saw an old D&D module by Gygax, and was impressed - the module and the whole concept seemed to have incredible potential, but I couldn't see how the demands on the dungeon master could be met.