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Blogger Timeshadows said...

...without a Fly or D-Door Spell.

;)

July 8, 2009 at 3:22 PM

Blogger Rob Kuntz said...

Heh, betrayed by an ellipsis... Or, without a pet rust monster...

July 8, 2009 at 3:55 PM

Blogger Timeshadows said...

:D

I normally love that depth of analysis, but when I first began to read your post, I was suddenly overcome with a sense of aphasia.
Fortunately, after a nice cuppa', I was able to dive back in and enjoy, with sagacious nodding, your very visual and textural description of probability densities and interactions with 4th-wall-conscious players.

It also reminded me a lot of the 1e text, itself. :D

Best,

July 8, 2009 at 6:00 PM

Blogger Rob Kuntz said...

Euphonia: "Non riuscivo a parlare"

Aphonia:: "I understand..."

I thought to add some tiered examples and a graph constructed in PS, but other duties drew me away from that. I am happy you enjoyed it. Yes, probabilities, the endless quest in RPG. :)

July 8, 2009 at 6:48 PM

Blogger The Iron Goat said...

I apologize if this is a bit of a tangent, but I’ve been curious for a while…

Both you and EGG have mentioned at various times that the players in the original campaign were particularly organized tactically and had many tricks and “plays” of their own. Could you share some examples of that? It’s always been unclear whether that just meant “prod everything with a ten foot pole,” or whether the group was at the level of “okay, let’s run a 42B on ‘em!”

July 8, 2009 at 7:38 PM

Blogger E.G.Palmer said...

Heh! It's neat to see you refer to the journalist question frame work, who, what, when, why, and how. I've just been working out applying that to monster description text.

July 8, 2009 at 7:51 PM

Blogger Rob Kuntz said...

Hi Moonlapse,

Funny, just now listening to "Goodnight Moon" by Shivaree...

So to put your answer "to bed," so to speak, I will do it in part by quoting from Mark's previous post on DMing Philosophy (below): "What happens when you (e.g.) put Bottle City on the second level of Castle Greyhawk? Well, you might lose some incautious low level PCs, but what else happens? First and foremost, you undo their expectations that they will exist within a bubble of appropriately-scaled encounters."

Keeping in mind our current topic please understand that the open model of gaming philosophy was present from the very start of the very first adventure into the Castle to playtest the rules. The fact that Gygax and Arneson were both already accomplished game designers lent a solid understanding that there was a new prospect before them as designers, and thus by induction, that this was to be a learning process for them as well as the players. Thus within the exercise of playtesting (i.e., experimenting within a new and evolving gaming environment) nothing was left out as inconsequential to the thought > to rules > process. Every stone, however its ending point as included or omitted from the final perception of what the game "would be," was examined, and extensively so in many cases.

This lent a breadth to the acceptance of input and output on the DM<>Player exchanges, which IMO, does not exist at the highest levels in toady's game play, though that is to be expected, I suppose. Thus from the beginning players were well aware of that range and adapted well to many tactical contrivances which by today's standards might now even be considered passe, depending. Clay balls rolled to test for slanting corridors as there were many in the Castle which would lead the party stray; caltrops used to cover retreats, poles used to probe, etc. The very light spell on a wand was at the time ingenious, just an example of what might now be considered mundane. What was always happening, however, is that the players, wanting to discover the depth of this new gaming concept, were actually in high gear doing so, exploring every nuance, some that EGG and I had never considered, such as throwing a continual light spell on a person's head, in essence blinding them. These imaginative forays in turn inspired us, of course.

What really mattered,m however, is the tactical thought process. Yes, given the appropriate mood and leader, the party learned to be wary as they perceived that anything could happen, it was all new to them and thus monsters and situations were all new (there were no books like today), and they knew that we as DMs (from the previous experiences as accomplished board- and miniature-game players) were very accomplished, which in turn made them respectful and only enhanced their wariness. Typically as a unit, they cooperated rather well, thus that is why Mark's comment that I used to introduce this answer bothered me. In essence, at least in Greyhawk, no players would have been lost in this encounter. Why? Due to their respect and caution, if on would have moved to do such a stupid thing as touch a bottle bolted to a plinth with magical symbols attached to it, the other players would have hog-tied them. The first thought of any sane player would be, WHO? That is, who the hell had the power to place something as weird as that here? Answer: Look in your pockets, it's not you. Thus it's above your head, and players KNEW that. It's obvious.

The players, cooperated and many had special orders or contingency plans if something were to go away (escape plans, tactical retreat, a spell they would immediately use in such and such a circumstance, etc. IOW, they were prepared and thus could execute quickly by merely nodding to us as the DMs in most cases, The best players were good at execution of plans due to their being bred on table top and miniature games, not be overlooked, that.

Hope that answers sufficiently.

July 8, 2009 at 8:23 PM

Blogger Rob Kuntz said...

Hi EG. I've used those journalistic methods for time unaccounted. They are really great for monsters. Actually, for life in general. No problems, only solutions...

July 8, 2009 at 8:27 PM

Blogger Timeshadows said...

> perks at mention of graphs < :D

That is so full of Badassery that it instantly resolves Bildungsroman without the entire ordeal of the passage of years.

& no, no cookies. :)

http://jamesmishler.blogspot.com/2009/07/save-or-die-heroes-and-snowflakes.html

July 8, 2009 at 8:29 PM

Blogger Rob Kuntz said...

Yeah, Timeshadows, there was a lot of coming of age for everybody, then.

No cookies? Awww. I shall suffer the disappointment. ;)

July 8, 2009 at 9:01 PM

Blogger Endymion said...

Hey . . . slow down there, Tex er Rob. I was just sayin' that FOR THE NEW GENERATION of players, those raised on PC RPGs and a contstantly scaled encounter environment, you're going to lose a few. [Well, maybe I didn't say that exactly but that's what I meant]. They'll come up to the Bottle and say "Well . . . we're only second level so it must be okay for us to touch this . . . squish." I have no doubt players in the original campaign were cautious and smart and perhaps scared sh**less much of the time to touch anything because they knew the sadistic deviousness of their DMs (more on that in my pending review of MoZ). That's what I actually think is MISSING in the way many RPGs and RPG derivatives (like PC games) work these days. That's one aspect of my DMing philosophy that I consider to be a bit old school and that's why I LIKED the idea of putting something really nasty in front of modern gamers who might otherwise feel the whole world will be scaled to their level. Basically, I agree with Bubbagump's summation -- create a balance between the scaled and unscaled. I think putting at least a little fear in your players increases inventiveness, creates a synergy that enhances the game for all and does some of the other things I was mentioning.

July 8, 2009 at 9:20 PM

Blogger Rob Kuntz said...

Hi Mark,

Oh I agreed with all of your points, but extracted that one only for clarification and expansion purposes.

Thankee! ;)

Tex er Rob :)

July 8, 2009 at 9:25 PM

Blogger Endymion said...

To misquote (abusively) Lao Tzu, "The Dungeon that can be named is not the eternal dungeon"? I think you're actually entering Musashi territory with this post, though: you've reached the void, the technique of no technique, the ultimate pinnacle, and you're talking at a level I can't quite reach. Some of this stuff you mentioned in Plant Master, but you're going way past that here. To get back to the Tao, would you say you're suggesting there must be some balance between stucture and creative possibility in design or do you feel there should be only a structure that eventually crumbles and becomes completely open and, in essence, like the Tao and nameless? This is almost reminding me of MoZ, truth to tell -- you bombard the players with all those Blakean minute particulars (spiraling chaos as you say), but some kind of order, a path, an understanding of their true mission, emerges almost spontaneously. Anyway, I ramble . . . .

July 8, 2009 at 9:36 PM

Blogger Rob Kuntz said...

Hello Again Mark :)

I am suggesting that there is the structure one adapts, and no more. Outside of that I describe the structure that I played and DMed under. I also point out from my POV what I consider to be the "perks" (thanks Timeshadows for the use of that word earlier and thus making it readily handy, now) of our "Protean" structure, which was an ever inclusive one, as detailed in my major post (to Moonlapse) following the original.

And yes, the need to order things oftentimes reduces itself to "rulings" which can or cannot be "spontaneous." There is a void here, and it is the fact that distilling the past from a totally unique occurrence of playtesting D&D as it formed, and everything intuitively ingested from that point, cannot be fully reduced to a prescription, for if it could, that would have been done in EGG's reductions in print.

I have reduced my game theory, at least regarding its more introductory parts of weight and range,so that could act as a bridge of sorts to understanding the mindset that was intuitively at work in crafting the game then, as I was EGG's prized student.

My best suggestion towards reaching an ideal was expressed in the first Lao Tzu quote. I will add this: remain open, create if you must, and remain true to form, always.

Hope this helps. :)

July 8, 2009 at 9:56 PM

Blogger Rob Kuntz said...

On second thought, I will post some examples to describe my points about horizontal and vertical inputs, but later, as I am winding down tonight.

Ciao :)

July 8, 2009 at 10:33 PM

Blogger Timeshadows said...

Great stuff, Te-... Rob.

> After spiking the door and hanging the braid of bells on the latch, I sit, lotus style, upon my floating disc for my four hours of meditation <

July 8, 2009 at 11:15 PM

Blogger grodog said...

*grodog curls up into a rope trick: 'tis a bit more comfy than the Disc, and keeps one dry in the rain :D

Allan.

July 8, 2009 at 11:56 PM

Blogger Rob Kuntz said...

Goodnight Timeshadows. Sweet meditations.

And Grodog, before you get too entangled in your rope, consider my last Lao Tzu quote of the evening as I listen to Vivaldi: "He who knows, does not speak. He who speaks, does not know."

Ciao Bella :)

July 9, 2009 at 12:07 AM

Blogger Timeshadows said...

@grodog: I try to avoid unnecessary use of Extra-dimensional Spaces. Spooky things can happen.

To Purchase List-
* Gorgon's Blood
* Lead Sheeting
* Kwiq-Gro Ivy Vines
* Thank you card for rjk :D

July 9, 2009 at 1:00 AM

Blogger Rob Kuntz said...

Good morning everyone! Thanks Timeshadows, how thoughtful. Robilar shall dispatch his youngest dragon south to secure the gift. :)

Mark asked: "...would you say you're suggesting there must be some balance between structure and creative possibility in design or do you feel there should be only a structure that eventually crumbles and becomes completely open and, in essence, like the Tao and nameless?..."

One part addresses style while the other suggests a _totally_ open gaming concept, akin to parlor games. Though we were adaptable in the playtest and design of the game, the latter would have never occurred, though parts of it were ongoing in the decision-making process when expressing outcomes.

As EGG stated so many times, he never used many of the rules, which means, of course, that being a competent designer and being able to weigh probabilities by inputting his estimations and those of a player's, he arrived at an appropriate -/+ which could then be added to a simple 2d6 roll, 2d6 roll, d20 roll, etc. On the main, use of the negative to positive bell curve was a standard choice for quickly dispensing with such matters.

The above is an example of many things, including verticality. It is also instructive in the sense of openness to input--there are no tables here, no reference to skill sets of players, no static or rigid numerical constant, and thus the singular outcome is left to understanding the situation (what is and/or what it is perceived to be) and how we as DMs were on the fly assessing the applicability range of ingeniousness that was countered/amended by available resources/intentions in deriving the end numerical plus or minus. We were probability calculators... :)

More as I have my second cup of java-lava-kava-latte... :)

July 9, 2009 at 8:24 AM

Blogger grodog said...

@ Timeshadows: I first read:

Purchase List-
* Gorgon's Blood


as "Grodog's Blood" and figured you must feel particularly strongly against extra-dimensional spaces!

@ RJK: "He who knows, does not speak. He who speaks, does not know."

Hmmmm: sound somewhat R'leyhian ;)

Allan.

July 12, 2009 at 11:28 PM

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