Wolf70
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Successful Dungeon Adventuring
Here are some thoughts from one of the authors for Necromancer Games:
quote: (1) We presume some "role-playing" by your PCs. Good god man, if it is a scary blob of poop that you can't hurt, RUN AWAY! Adventurers should want to survive to the next day, or at least want to plan tactically. They should be smart enough to run away. Yes, in video games you can reload a saved game, players need to understand that this is pen and paper gaming. Role-playing can mean negotiating or it can simply mean playing your character in a manner that hints of a small sense of self-preservation.
(2) Do NOT "clear the level." The video game mentality just does not work. Some of the toughest encounters are NOT necessary for "finishing" the adventure and even if they PCs successfully defeat those NPCs/monsters they could severely weaken themselves for later battles. The smart thing to do in those cases is retreat and try a different approach.
(3) Good game design means that sometimes we presume access to certain spells and actually plan encounters forcing you to use them. A huge pool of acid might be almost impossible for a lvl 1 party to bypass, but a lvl 9 party should be able to get past it easily. If your party does not have single-class casters or is low on casters or magic (or hordes it) they could make things much more difficult on themselves than needed. This might mean that if a party is written for 4-6 7th level characters and you decide to start your group at lvl 5 because they have 8 players and some NPCs, well, you'll have problems.
(4) NPCs and higher level intelligent monsters are presumed to be played intelligently. They also run away to slay the PCs another day.
(5) It is a game. In order for a game to be fun there has to be some risk based on the rolling of the dice. There is a thrill in knowing the DM has missed with all of his NPCs 2 rounds in a row and is due for a crit or solid hit any time now ... and you only have 8 hp left. Yes, no matter how well prepared you are, bad rolls can doom a party, that is, for me, part of the thrill.
Basically, we presume PCs are willing to run away and plan thoroughly before returning (meanwhile NPCs are planning as well), we try to force you to use your resources in new ways, and encounters generally demand careful, intelligent, and organized play from a group of characters.
A few random, disorganized thoughts from,
__________________
Patrick Lawinger
Sounds smart to me.
DM
--- "He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
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3/14/2005, 10:43 pm
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Wolf70
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Re: Successful Dungeon Adventuring
Okay, so I am replying to my own post...
Here are some more thoughts from Clark Peterson, who is the author of several adventures I plan on using when I start DM'ing again:
quote: In all honesty, we dont desing for a party of 4. We design for a party of 6. That makes a big difference.
We also design for parties that are combat oriented. You need front line fighters, clerics and wizards that have offensive fire power. We presume your party will have that. If you bring in diviners and sorcerers with no real offensive power (or frankly sorcerers in general, since they are below the spells they should have access to) then you just arent bringing to the table the type of party that we presume. That isnt your fault. That isnt our fault. It is just a design thing for us. Its how we do things. If that is the case for you, then bring PCs (6, not 4) of about 2 levels above.
Your party pretty much needs to be:
1. hard core tank fighter.
2. barbarian/paladin/other butt kicking bad boy
3. cleric that can also lay the smack down
4. wizard with serious firepower
5. rogue that isnt a wuss and can do something in combat
6. extra guy (ranger/fighter-mage/druid/bard/whatever)
If your party is a bunch of monks and thief-acrobats and rapier-wielding bards with non-fighting clerics and illusionists, your guys are going to get smoked. Plain and simple. If all your guys can't contribute something substantial to a combat encounter, you will have a hard time with our modules.
The other problem is the "video game" mentality. Again, I am not blaming DMs or players. It has been beaten into their skull by video games. It is basically this: the video game premise is that if it exists, it must be attacked; if it is in front of me, I must be able to handle it; if the room is there, it must be cleared because it most likely has a lever I need to pull or key I need to find or vital item to solve the "boss" monster.
None of those things are true in our mods, ever.
We have plenty of rooms and encounters and even whole levels that are there for your use. They are not there for a room by room kick in the door fest. That is a sure way to death.
Using a Dungeon
Dungeons are classic settings for heroic swords and sorcery adventuring. Turning your party loose in a dungeon to explore it and cleanse it of evil (and treasure) is a time-honored tradition. Certainly the Stoneheart Mountain Dungeon is loaded with evil and treasure sufficient to satisfy the lusts of any bold adventurer.
Dungeons, however, do not need to be tied to “hack and slash” adventuring. Instead, the best use of a dungeon is as a dramatic setting for storytelling. Rather than have your players simply bash in door after door looking for monsters and loot, design a purpose for the party to delve into the dungeon. Give them a quest or a goal to give them direction and a sense of accomplishment. It keeps their dungeon adventuring focused and keeps the tension high—there is a risk of failing to accomplish their mission.
Let me give you an example.
Let's say we were going to make a module called "The Death Star." We would detail all 100 levels of the death star. Stat out the guards. The monster in the trash compacter. Vader. The main gun. Etc. And we put all this in a product called "The Death Star."
Now, it isnt our fault if all a DM uses that for is to say "hey you land on the death star" and the players all say "lets kick doors in level by level." No one would survive. That would be a meat grinder.
It is up to you, the DM and players, to come up with the story. The dungeon is just the setting. Rappan Athuk is a great example. Just like the death star, you cant go in that thing and go room by room kicking in doors and killing occupants. The DM has to send you there for a reason--rescuing a princess, finding a specific artifact or item, killing a specific monster, whatever. Part of first edition feel is to not force a story on you. We cant force you to tell the story of the young paladin rescuing the captured pricess from the evil cleric (basically, the Star Wars plot). That is for you to decide. But we give you the floor plans and the bad guys for you to tell your stories.
Part of the problem is that, yes, we do design modules that are challenging. We also presume you will have a party that can handle combat. BUT much of the problem comes from the video game mentality of how our products are to be used. And that is no one's fault. In fact, we should probably do a better job explaining that. And remember, PC death is not the end of the line. Too many players these days hate the idea of PC death.
As a final note, I want to point out one thing: I like challenging modules because the players always feel they have accomplished something at the end. The harder the challenge the greater the reward of accomplishment.
__________________
Clark Peterson
Necromancer Games
www.necromancergames.com
Well, there is some more useful info for anyone reading here.
DM
Last edited by Wolf70, 3/15/2005, 7:26 am
--- "He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
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3/15/2005, 7:25 am
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CSW
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Re: Successful Dungeon Adventuring
Interesting insights on game design. Also insight into why munchkinism is so rampant.
They assume:
1). larger party than most people I've ever played with prefer.
2). combat-heavy party (just look at their breakdown).
So, you NEED uber-stats. You NEED extra firepower. This leads people to cheat in character creation, so that they won't suck. It leads to people forgetting the rp-ing aspects and playing stereotypical characters.
Solution? DM's that don't rush the party into their little modules. As the first author said, add a couple levels on if you're NOT playing an ideal party.
Question for you then, Wolf old boy: How do YOU generally calculate when is right for us to start a module? Assessment of party capability? Level suggestions written on the product? I'm curious, as you rarely get us in over our heads (barring stupididy, of course, on our part).
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3/15/2005, 9:01 am
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conzthegreat
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Re: Successful Dungeon Adventuring
i have a post i need to sort out
Last edited by conzthegreat, 3/15/2005, 6:10 pm
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3/15/2005, 5:59 pm
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Wolf70
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Re: Successful Dungeon Adventuring
quote: CSW wrote:
Interesting insights on game design. Also insight into why munchkinism is so rampant.
They assume:
1). larger party than most people I've ever played with prefer.
2). combat-heavy party (just look at their breakdown).
So, you NEED uber-stats. You NEED extra firepower. This leads people to cheat in character creation, so that they won't suck. It leads to people forgetting the rp-ing aspects and playing stereotypical characters.
Solution? DM's that don't rush the party into their little modules. As the first author said, add a couple levels on if you're NOT playing an ideal party.
Question for you then, Wolf old boy: How do YOU generally calculate when is right for us to start a module? Assessment of party capability? Level suggestions written on the product? I'm curious, as you rarely get us in over our heads (barring stupididy, of course, on our part).
The "level suggestions" IMO, are just that, suggestions. They are usually in the general ballpark, but not exact. It depends not only on character capabilities, but also player tendencies. Less experienced players, or those that do not use tactics or teamwork are not equal to more experienced or cooperative players.
Also, the magic and item level is important. The only level recommendation I factor is the number of total levels, ie. 6 PC's of 4th level average = 24 total levels. This, however can be skewed based on party composition, as stated above.
You just have to know the players and their characters and style and be smart. If the players get in over their heads, or not deep enough, start rewriting on the fly. I rewrite so much of it anyway.
DM
--- "He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
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3/15/2005, 11:54 pm
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CSW
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Re: Successful Dungeon Adventuring
heh...good point. With the amount we make you run on the fly, recommended levels are academic anyway.
Another thought crystallized yestereve.
With party design forced into such rigid, conventional, dare I say unimaginative avenues, I find myself with yet another complaint. WHY should everyone in their normative party have a role to play? Do Villains truly sit back and say "I'd better have a secret level in room 5 that holds the key to my defeat. Hmmm...nothing for a rogue to do yet...perhaps I should guard it with a trap?" Then, a little later in the process of stronghold construction, he goes: "I should include some kind of challenge for an arcane caster...but only one who practices spell preparation of which I approve!"
Silly, right? But WHY must there be something for everyone to do? All the foolish designer is accomplishing thereby is ensuring that people will feel forced into running such a restrictive, nonimaginative, etc. party. Generally speaking, the heroism should be the key. A party consisting entirely of 1 type of character should have as good a chance as any "conventional" group.
What about the posse of Paladins? The menagerie of Monks? What about the party consisting entirely of Arcane Spellcasters? or of Divine ones?
Totally worthless. Because some pencil head decides that there needs to be something for every member in his ideal party to do in order to successfully succeed.
Having said all that, I really did like a lot of what he had to say. It is merely his assumptions and biases regarding party composition which I feel the need to dispute. <g>
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3/16/2005, 8:15 am
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Wolf70
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Re: Successful Dungeon Adventuring
Well, I think the assumption is that groups are diverse and have people who like to play different roles. Look at movies where a team/party goes in to accomplish a mission. There are things that each are there for.
I think if we think inside the head of said villain, he isn't thinking of giving everyone a job as much as requiring that anyone who makes it to his lab/lair/hideout is NOT a bunch of martial arts monks or buffed up fighter types or war mages, because a group like that would kick his ass all over the place.
Even if all rooms contained straight combat encounters, what happens when the fighters get tired or their weapons break, or they get wounded too much to fight on? This is when they need the mage or the cleric. What if their opponents are expert marksmen with ranged weapons? Then, it is just prudent for the BBEG to throw in some traps and such to take out the party of fighters or wizards, the combat encounters weed out the groups of rogues, etc. It is just intelligent to have a variety of defense types.
Besides, even if he wanted to have the ultimate impregnable fortress and he posted 100 tarrasque clones as guards, with incredible magical defenses and mechanical traps, what then would be the point of the adventure? As with the other thread, if there is total adversarialism on the DM's part, the PC's would be a grease spot on the floor and the game would be dead.
This is why trust between everyone at the table is important. Yes, characters will die, but there will not be encounters that are unstoppable and have to be beaten to get through... first law of DM'ing is that there always has to be a way over, under, through, around, etc. even if the party has to run away and find another route around.
Besides, these are Necro adventures, they are supposed to be classic fantasy, and classic fantasy had a balanced party.
After all, it was "some pencil head" who decided we were using fire & forget spell systems, character classes, spell levels, a level based progression, feats and skills, etc.
DM
--- "He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
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3/16/2005, 8:17 pm
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CSW
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Re: Successful Dungeon Adventuring
Granted, and further granted that the "conventional" mix is likely the most effective, given unknown challenges.
But it's not as if the BBEG is planning things so that a well-balanced party is needed! To the limit of their wealth, intellect, power, etc., they ARE trying to make themselves unassailable. The PC's simply have to figure out how to circumvent such designs.
Therefore, it should be possible for any group to succeed (potentially). The Sorceror's Squad or Monk Attack Force may progress somewhat and then get screwed, when the anti-magic field kicks-in or their is a challenge only arcane arts could overcome. But that's part of adventuring too, right? Sometimes, people just won't have the right tools for the job.
These cases should be uncommon however. An orgre chieftain, even if he has Shamans, is likely to rely upon crude fortifications, ogre guards (with some lesser minions, of course), and possibly a large, crude smash 'em up type trap. A necromancer may have more sophisticated designs, but is likely to rely upon his ghastly minions, a few fiendsih traps where nothing living can survive (but the dead are unharmed), and similar protections. For example, why have locks? Why not bar a room entirely, have an undead minion within and secure from attack, and only willing to open the door for you? (Sucks if an evil cleric comes by and usurps control, but at least the heroes are screwed, right?) No levers, no locks to pick, no secret/concealed passages to spot...nice and simple. But no...we need Dr. Evilesque complexity just so that every archtype/stereotype has something to do.
bah, I say! <g>
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3/17/2005, 7:58 am
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Wolf70
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Re: Successful Dungeon Adventuring
quote: CSW wrote:
Granted, and further granted that the "conventional" mix is likely the most effective, given unknown challenges.
But it's not as if the BBEG is planning things so that a well-balanced party is needed! To the limit of their wealth, intellect, power, etc., they ARE trying to make themselves unassailable. The PC's simply have to figure out how to circumvent such designs.
Therefore, it should be possible for any group to succeed (potentially). The Sorceror's Squad or Monk Attack Force may progress somewhat and then get screwed, when the anti-magic field kicks-in or their is a challenge only arcane arts could overcome. But that's part of adventuring too, right? Sometimes, people just won't have the right tools for the job.
Exactly. I am sure it is POSSIBLE for any group to succeed and even if it is written so as to preclude success, it is then the DM's job to make sure that the PC's have a CHANCE. Not to guarantee success mind you, but not to let them get in and use up a bunch of resources, take damage, maybe even lose a PC or two and then come to an encounter area that no PC's can pass with the current group skill set. You take for granted that even the most well planned adventure (no matter who writes it) has a chance of becoming screwed by something, somewhere and the DM needs the common sense to see where that could be and find a way (ways) around it in advance.
quote: These cases should be uncommon however. An orgre chieftain, even if he has Shamans, is likely to rely upon crude fortifications, ogre guards (with some lesser minions, of course), and possibly a large, crude smash 'em up type trap. A necromancer may have more sophisticated designs, but is likely to rely upon his ghastly minions, a few fiendsih traps where nothing living can survive (but the dead are unharmed), and similar protections.
I think well written adventures coform moslty to common sense. I would give you an example or three from an adventure I am planning to use, but spoilers preclude that. I think that is where you have to trust the DM. Will everything conform to your view of what is commone sense? Of course not, but I don't think any fantasy world (key word: FANTASY) can do that.
quote:
For example, why have locks? Why not bar a room entirely, have an undead minion within and secure from attack, and only willing to open the door for you? (Sucks if an evil cleric comes by and usurps control, but at least the heroes are screwed, right?) No levers, no locks to pick, no secret/concealed passages to spot...nice and simple. But no...we need Dr. Evilesque complexity just so that every archtype/stereotype has something to do.
As I said before, then there is no game. If that is what you want, we can come to the table, have you attempt to get in, have everything fail and then we all go home. Now, that would be no fun, so there has to be a way to overcome the challenge. Now if I wrote an adventure that a single classed party could get through, for example, 4 fighters... then, four wizards would not do so well. So, writing it with the variety is (IMO) the only way that a single classed party could possibly even hope to get through. Also, if I wrote it so that diversity is not needed, then what doe the rogue do while the 3 wizards beat all of the challenges and none of them were built with him in mind. That player then goes home unhappy.
I think this is all just part of a balanced game with the classic, stereotypical group of balanced characters, which is what Necro specifically writes for and what I going for (that is why I select them). I am POSITIVE that there are companies out there who don't write with this philosphy. I choose to use what fits the style of game I want to run. Other people will choose otherwise in games they run.
quote:
bah, I say! <g>
I think you are just disagreeing on principle now. SOme of your points in this post were pretty much covered by answers in my last post, but were just rephrased. It is not the only way to do it, it is a stylistic choice. For example, U2 writes their music they way they write it for a specific musial effect. This best fits their medium and delivery style (if they wrote string quartets, it wouldn't work well with what they are equipped for or are trying to accomplish). There are lots of bands out there doing it lots of other ways.
I think Clark and Patrick are doing what they do well. They are writing classic D&D adventures using the 3.5 ruleset. They are also trying to make sure that "dungeon crawl" does not equal "linear railroading" and that any setting is a vibrant, dynamic environment and does not become stagnant. They are also trying to defeat the "beat down every door, kill every monster and get all the treasure" video game style of play. In addition, they are writing adventure settings that are easily customizable by a smart DM (or even by me). That is WAY more valuable to me than something with no/little options for customization (see 2E adventures). There is a lot to be said for open-endedness.
I think well-written adventures that fit the game style and include space for DM customization can be used to great effect, especially by someone who has enough prep time to customize, even heavily, but not to write from scratch.
Are there poorly written adventures? YES, of course.
Are easily customizable adventures abused by DM's who throw PC's in with no goal, no plot and have them clear levels? Yes, of course. To those DM's, the Monster Manual can be dangerous (the stereotypical alphabetical order adventure).
Is it wrong to stick an inflated CR creature in an adventure that the players cannot yet hope to take on... or a group of kobolds in a 15th level adventure? NO! The world does not progress by level. The dungeon real estate agent doesn't tell the kobolds that they have to live in another neighborhood because they wouldn't challenge the party that is coming and likewise, if something uber powerful wants to live among the goblins who worship it like the god it seems to them, then it is not for the agent to encourage him to live with creatures of his own CR so that the party has the chance to beat everything in the dungeon.
It all make sense to me anyway.
DM
--- "He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you."
- Friedrich Nietzsche
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3/17/2005, 11:35 pm
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