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Post a Comment On: Playing D&D With Porn Stars

"Let's Read: something depressing!"

43 Comments -

1 – 43 of 43
Blogger Kiel Chenier said...

I agree, mostly.

We talked about this on the podcast. WotC's current version of D&D is very linear/railroad-minded. The focus is on combat and player character advancement, as opposed to adventuring, investigating, and discovering things.

The best thing that can be said about Type IV D&D's run of published adventures is that they're nice for piquing a DM's interest and giving him/her ideas for an adventure. Also, I like the poster maps they often come with.

Other than that, they're all bloated, unintuitive, uncreative, and devoid of real interactivity. Still, take from them what you want.

Also, find above mentioned podcast here:
http://dungeonsdonuts.blogspot.com/2011/08/listen-to-podcast-here.html

August 26, 2011 at 6:41 PM

Blogger Zzarchov said...

I actually kind of like their robo dog, providing it starts with flesh. Might work better in a sci-fi setting too.

August 26, 2011 at 6:54 PM

Blogger Daniel Dean said...

Ha I played this module! It had been reskinned in a lot of places but it was basically the same...did NOT stop me from killing the goblin soldiers by luring them into the library and then riding bookcases down on them like Major Kong, my friend from seducing an orc and convincing her to kill her fellow guards and strip naked and give us all their weapons, and it certainly did not stop my wife from negotiating the stone away from the dragon by sleeping with it.

One thing we never actually got to do was fight a robot dog, though. Huh.

August 26, 2011 at 7:30 PM

Blogger Zak Sabbath said...

@Daniel

Very glad to hear it!

It'd be nice to hear from your DM about how s/he found ways to make the module sing.

August 26, 2011 at 8:38 PM

Blogger Joethelawyer said...

"If the adventurers bypass encounters or if you plan to get them more XP over the course of this adventure, you can include some of the following encounters..."

WTF? "If you plan to get them more xp..." I didn't realize it was my role as DM to get the players more xp. I kinda thought that was their job to do for themselves. Then again, the way they designed the system to take most power from the DM and put it in the players hands, maybe they are compensating the DM by giving him the players' jobs of getting the xp for the group.

August 26, 2011 at 8:39 PM

Blogger RobChandler said...

Ok so basically I surmise the following from this module:

- No rewards based in the module for actual player skill, as it comes down to rolling dice to do shit with skill challenges

- A set of forced encounters in a supposedly "non-linear" area/adventure

- A retarded fucking warcraft looking dog thing on the cover

- And...at WotC they don't expect their DM's of type IV to be creative enough to actually make up a village with goblins and kobolds in it themselves so we must make a module?...oh and throw a fucking dragon in it too for shits and giggles.

- And a fucking magic item that kills anyone in the village?! Seriously?! Only in Type IV would this thing NOT be considered some sort of artifact. "Oh after the adventure it's a useless fucking rock." Shiiiit.

August 26, 2011 at 9:37 PM

Blogger Von said...

The odd thing is that I know Wizards can do better than this. Hirsthaven - their Free RPG Day module - isn't perfect (for starters it has druids in it where no druids are strictly necessary, so Zak would probably hate it on principle) but it does bear passing resemblance to a sandbox, learning and discovering the circumstances is essential if players are to achieve anything other than simply surviving the experience, and as far as I can tell through the mess of statblocks and wittering, there's no proscribed order for doing things in.

Maybe I should do some sort of review of Hirsthaven...

Also:

"The abstract nature of this kind of "encounter chain" format means the physical world is abstracted so much you pretty much have to make up anything not nailed to the battlegrid."

That's how I learned to GM; from making up the gaps between elements of the encounter chain, after our previous Master of Games tried to run a Call of Cthulhu module by the book, to the extent of including a GM PC whose sole purpose was to lead players along the prewritten path.

August 26, 2011 at 11:22 PM

Blogger Bryan Lee Davidson said...

You know, I honestly have a soft spot for the TSR "read me box". It's kind of a nostalgia thing for me I suppose. I am also quite sure I am in the minority there. Oh well.

August 26, 2011 at 11:59 PM

Blogger Peppermint Nightmare said...

Its off the topic of the post, but godamn Zak, your last 5 posts(in particular) have all been winners. I can only speculate as to how writing a blog is a cyclical love/hate sort of thing, but when you're on and speaking about game philosophy and design-there is absoltely no one better.

August 27, 2011 at 12:19 AM

Blogger Unknown said...

I just got this module--through other means--and looking it over. The only reason I got it after reading your blog post is that there is some fodder there. Not the best, but I can use it as a jumping off point. And, I am the kind of DM that realizes ROLE playing is the thing with the game. I want my players to think! Have a few ideas for it to put into my own campaign world already.

August 27, 2011 at 1:37 AM

Blogger noisms said...

Note: Encounter 7 is entitled "Monsters and Manuals".

WHAT.

August 27, 2011 at 2:02 AM

Blogger thekelvingreen said...

Noisms, you've been absorbed into the WotC hive mind!

Zak:

You are skipping playing the bestest parts of the game with your fucking skill challenge.

Yep, I know a lot of people hold this up as a strength of D&D4, but I hate this mechanic -- which also turns up in Rogue Trader as the "exploration challenge" -- for this very reason. Everything in me hates the idea of skipping stuff with die rolls, so the idea of a mechanic designed to do this exact thing frustrates me no end.

The meaningful choices only happens during combat. What a rip. The whole point of trying to decide how to infiltrate a city is to avoid fighting--or at least to fight on your own terms--and almost nothing in the adventure supports that.

I played in a published D&D4 adventure -- it wasn't by WotC, but by Open Design, I think -- where we ran into a bunch of intelligent monsters causing trouble in a village tavern. We didn't want to fight them, so we challenged them to games of strength and skill -- lifting, a footrace, a drinking competition, and so on -- with the condition that if they lost, they would leave without fuss. The GM revealed afterwards that the adventure gave less xp for a peaceful solution than for killing the monsters. We all -- the disgusted GM included -- agreed to stop playing not long after that.

-The abstract nature of this kind of "encounter chain" format means the physical world is abstracted so much you pretty much have to make up anything not nailed to the battlegrid. So what's the module for?

They do another product called Dungeon Delves -- I think -- which is just a series of rooms with monsters in, presented more or less without context. This seems much more useful an approach, as you can just drop these into a game as you like, with all the number-crunching done for you, but without the half-hearted attempt to pass it off as a coherent adventure. If the basic unit of play in this version of the game is the encounter, a book of untethered encounters seems a much more sensible way to do things.

August 27, 2011 at 3:13 AM

Blogger Jeff Rients said...

The thing I like about crappy or just sparse "room 3: 12 orcs" modules is that they are great launching points for improv-based DMing. For me, few things beat the thrill of sitting behind the screen and sweating bullets as 6 pairs of eyes stair at you, your gut wrenching as you realize all you know about this next room is that there are 12 more fucking orcs in it.

August 27, 2011 at 3:50 AM

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August 27, 2011 at 5:44 AM

Blogger S. P. said...

Type IV is largely a vector for over-the-top, crazy, tactical, setpiece fights. Whereas previous editions tended to make fights abstract, the current edition makes most things other than fights abstract. As such, everything is linear because it's basically trying to tie several several combats into a cohesive story-unit.

Additionally, the whole thing about having four magic items...that's also standard because type IV is primarily about power progression. Everything is about economy — fights are resource allocation, and each character level is similarly allotted a certain budget of XP, treasure, and magic items. It simplifies some things, but makes other things way more complicated.

For the record, I have some new players (as in, completely new to roleplaying) who are interested in type IV. I ran this module, and the players skipped most of it. They were hired to find and destroy an artifact, and that's what they did — wandering around a village full of goblins, kobolds, hobgoblins, and orcs overlong just seemed like a bad idea.

I'm still not sure how I feel about type IV. On the one hand, we're having fun with it, but on the other hand, it feels very different than most other roleplaying experiences. As written, it's very constrained.

August 27, 2011 at 5:48 AM

Blogger Roger G-S said...

> The GM revealed afterwards that the adventure gave less xp for a peaceful solution than for killing the monsters. We all -- the disgusted GM included -- agreed to stop playing not long after that.

Why didn't the GM just say "Fuck it, I'm the GM, it's my job to make this game not suck" and award full XP?

Sure, 4th ed. offers a lot of bad implicit advice in its structuring. But then again, so did AD&D. In either system, playing by the rules as written sucks.

August 27, 2011 at 5:50 AM

Blogger Jack said...

"People who both run 4e and have functioning brain cells have all kinds of philosophical positions about how to make skill challenges not ungodly tedious exercises in rolling-where-thinking-should-be"

Man, do you have any links to the blogs of such people? I'm running my first 4e game in a week.

August 27, 2011 at 6:09 AM

Blogger thekelvingreen said...

Why didn't the GM just say "Fuck it, I'm the GM, it's my job to make this game not suck" and award full XP?

He did, but it was the straw that broke the camel's back for us as a group. We decided that the game's expectations -- made inherent by the system -- were far different from what we wanted, and so we moved on to something else.

This was D&D4's last chance with us, and since we were swimming against the current with pretty much everything else in the game, we called it a day when we got to the next suitable break point.

August 27, 2011 at 6:18 AM

Blogger Kiel Chenier said...

@Adam,

I run 4e games and have a blog about making them easier to do/more accessible to old school gaming fans.

http://dungeonsdonuts.blogspot.com

If you have any questions or need help with anything, ask them in my comments section

August 27, 2011 at 6:47 AM

Blogger Daniel Dean said...

Since he hasn't come by himself yet, I can recall...

1) We could absolutely keep or sell the stone if we wanted because it did work outside the town (or so legend told), but
2) We only knew its name, that it was dangerous, and that activating it could have disastrous consequences. We were allowed to talk ourself into a paranoia that the stone might have some sort of genie twist, either killing anyone who tried to use it (stole that idea for later) or taking us over and using us to just kill whoever.
3) Two more cities' fates hung in the balance, and since we were encouraged to go whole hog in character creation we all had good reasons to come down on one side or the other...hell, we all had good reasons to keep the stone.
4) We were encouraged to come up with things to do, then the appropriate skill challenge was pitched, AND we were always appraised of the stakes of failure or not-high-enough-degree-of-success. As opposed to "Ok make 5 Nature successes before 3 failures to navigate a forest."
5) The goblins, orcs, etc had simply conquered this town long ago so the temple section takes place in a temple devoted to Pelor the sun god and was mostly ignored by the goblins except for a few meek goblins who had pledged themselves to His worship and been shunned. The head of the golden statue had been cut off and smelted down, so they borrowed the head from a statue in the center of town and just propped it up there somehow. We made this basically our base camp in the town.
6) We dealt with many standing and roving bands of enemies by tricking them into chasing our bard's (i know) familiar (at first level...I know). By the end of the town this was SOP; thin out the herd with the cat, murder distracted stragglers. We skipped a lot of fight this way, which is fine since
7) The DM just gave us experience every time we did something awesome. In his estimation for example an orc is there to be dealt with, and if you deal with him by paying him off or by murdering him he's still DEALT with and you should get the reward for that.
8) As above, anybody we met, we had at least a chance of my wife's character turning them to our side and having sex with them.
9) The town whose side we took couldn't reward us with gold, just with a shit-ton of alcohol, a big party, and a free boat ride to wherever. Great way to segue from a published 1st level module to other material, as opposed to rolling for 12 magic items.
10) The only thing in the town worth buying was sailing equipment, which somehow included cannonballs. We came this close to blowing what money we did have all on cannonballs, and being given that option is always nice.

August 27, 2011 at 8:45 AM

Blogger Zak Sabbath said...

@jeff

sure, but as I;ve said before, you shouldn't have to pay -money- for 12 orcs in a room. the monster manual already says that: orcs can appear in numbers including 12 and nowhere does it say they are afraid of rooms.

The author should have to have had a new idea before s/he signs it and charges money for it.

@s.p.

re: your 1st 2 paragraphs

umm...yeah, we know

August 27, 2011 at 11:10 AM

Anonymous Anonymous said...

Regardless of any other problems the module might have, I'm not sure structure is one of them. The players don't know what effect their choices have so as long as it doesn't seem to forced to them, and I don't think it will, it should play out fine.

August 27, 2011 at 1:17 PM

Blogger Zak Sabbath said...

@gbsteve

That doesn't make any sense at all to me:

the PCs look at the town and make choices about how to proceed in order to minimize how many fights they get into, and decide where and on what terms those fights are. If--as the module suggests--you ignore the consequences of those choices and don't even give the PCs enough detail on the town to be able to make them, their choices mean nothing. which is bad.

If you don't understand that, then there is some fundamental thing here about how adventures work that you don't get.

August 27, 2011 at 1:26 PM

Blogger Zak Sabbath said...

@gbsteve

Or, to put it more simply: any game where the players never know what effect their choices have has a problem.

August 27, 2011 at 1:35 PM

Blogger Joethelawyer said...

I sit here and ask myself why they design modules like this. Without focusing on the living abortion they call the 4e ruleset, just looking at the modules, and analyzing why they suck monkey ass, I come up with a few things:

1. Railroad, no "real" free choices, just the illusion of them.

2. Expectation of defeating/completing it built in, with a certain xp expectations as well.

3. Whole thing has a certain "Care Bear" approach, where you don't want to let the pc's fail/get hurt.

4. Seems like they don't think that DM's and players can handle and/or create complex situations on the fly.

5. Goal seems to be to fight fight fight, with no possible expectation that the players wouldn't want to skulk around and avoid fighting---i.e. lacks the flexibility for other playstyles. (Some of this may be based on the fact that the only way to get xp in that edition is to kill shit---taking their stuff doesn't count).

6. Lack of imagination in the "you cant sell or remove the gem" and other ideas, so as to prevent creative parties from going apeshit crazy with whats in there and fucking up the DM's plans for the night.

7. Lack of details provided to enable players and DM's to take the module in any direction they want.

Feel free to add, modify or criticize the above.

It seems you could extrapolate some of their assumptions of their customers, based on the design choices they seem to encourage or endorse:

1. Players and DM's lack creativity and flexibility.

2. Players and DM's want certainty.

3. Players don't want to take risks.

4. Players and DM's like to be rule-bound in the gaming.

Feel free to add, modify or criticize the above assumptions.

All this leads me to conclude that either

1. WOTC is right in their assumptions, and therefore we are doomed to never get cool new players out of the younger generations for old school games;

or:

2. They are wrong, and they are dooming themselves by going after the least common denominator of player today, and crippling them by not inspiring their imagination, flexibility and creativity as players and DM's with cool new products.

Either way, they fucked themselves for the future. It's looking grim for the next generation of D&D'ers.

Yeah yeah, I know, you know someone who doesn't play like that, your games aren't like that, blah blah. Fuck you. I'm talking about the silent majority here though, the unwashed masses. You know, the D&D equivalent of the flyover state people. The D&D Rednecks. The ones who buy the shit and grow the hobby, and from whom we might get a few exceptional people to spring from the primordial ooze once in a while. That's who we lost here.

In conclusion...

Fuck WOTC.

August 27, 2011 at 4:58 PM

Blogger Christian Lindke said...

As much as I love 4e, and I do...

(Pause for boos and ire filled hatred to subside, as I do own Vornheim and LotFP and know that this stuff doesn't define me.)

The underlying mechanical assumptions of 4e require certain things if you want characters to remain viable as they advance. Since the system has "static fatality probability math," even the slightest alteration of magic item distribution can spell TPK at the Paragon or Epic tier.

That said, 1st level characters have enough options -- and it is so easy to scale monsters to any level -- you never need to have the characters level at all if you don't want. This is especially true of Essentials characters. You can tell exciting tales without experience. You can have the characters level whenever you want.

Want a low magic campaign? Cool. Just limit character advancement and cap it at 3. You can make an Orcus encounter -- that will scare the crap out of the players -- that is as epic as a level 30 game without ever going beyond level 3. The math is that "slideable."

I differ from you as to the value of "flavor text" and "read me boxes" as these are great for starting DMs.

That doesn't mean that a bullet point module with NPCs ala Masks and Vornheim wouldn't be my ideal product -- it would be.

August 29, 2011 at 3:25 PM

Blogger Zak Sabbath said...

@Christian

I'd like to hear in more detail about how you;d create an ever-ascending, ever-changing Type 4 campaign without having people keep levelling up--can you write about that? I think it might be interesting to explain that to people.

August 29, 2011 at 3:47 PM

Blogger Christian Lindke said...

Sure,

I could do that. In fact, I'll schedule it for this week. Given how much the first post will likely be a ramble post, I might make a series out of it.

August 29, 2011 at 4:20 PM

Blogger Simon said...

" the whole place is either totally overdescribed combats or underdescribed noncombats"

I agree with all your criticisms of this module - I'm currently running it, and it's good to know I'm not alone in my frustration, especially as this piece of work is widely regarded as the best module WoTC has put out! There's the germ of a decent adventure in there, basically in the 2 pages with the town map and the location notes, but otherwise the appalling design makes running this much harder than it should be. The 'dungeon floorplan' maps are utterly worthless, so I'm just using most of the encounters as wandering-monster type encounter groups while I use my own map.

The lack of detail on that bloody gatehouse is particularly vexing; it should have been a poster-map locale and properly detailed as a major potential encounter.

September 1, 2011 at 3:19 AM

Blogger Simon said...

The Skill Challenge stuff is garbage as usual, and the format makes it hard to use even as inspiration for running the PCs' exploration of the town.

September 1, 2011 at 3:20 AM

Blogger Simon said...

kelvingreen:
"They do another product called Dungeon Delves -- I think -- which is just a series of rooms with monsters in, presented more or less without context. This seems much more useful an approach, as you can just drop these into a game as you like, with all the number-crunching done for you, but without the half-hearted attempt to pass it off as a coherent adventure. If the basic unit of play in this version of the game is the encounter, a book of untethered encounters seems a much more sensible way to do things."

Agreed, Dungeon Delve is by far the best 4e product WoTC has produced, for exactly this reason. The lack of pretence that they're writing a 'real adventure' lets them get 30 useable encounter-chains, 90 encounters, into a book that would normally have a third as many.

September 2, 2011 at 2:58 PM

Blogger Zak Sabbath said...

@s'mon and Kelvin

I have read an entire WOTC delve book.

It bit. The tactical complications (which is what you're mainly paying for) were miniscule--torches that burn people, curtains you can get tangled in--totally "my-first-day-dming" stuff. I've seen cigarette butts that were more creative.

And, of course, tastewise it was a nightmare: rakshasa acting as a bodyguard to a beholder and stuff like that. Lame beyond lame.

September 2, 2011 at 10:56 PM

Blogger Simon said...

@Zak - I tend not to even notice the tactical complications; what I like is having short pre-done mini adventures with some brief ideas on context, and using monsters I might not think to use myself - left to myself my adventures tend to be all human all the time, I'm not big on browsing through monster books. And the DD encounters make good use of the Dungeon Tiles; they're really the only time I've got good use from the tiles since I can blutack the 3 rooms' tiles to cardboard and know I'll be using those that night. My experience has been that my players really enjoyed the 3 Delves I've run so far.

Finally, for me having 20 Paragon & Epic mini-adventures takes a lot of the fear away from the thought of running a Paragon-Epic campaign. I don't have to worry about writers' block; I don't have to worry about bored players in Encounter #35 of Trollhaunt Warrens (etc); here's stuff I can throw in anytime, I can expand it if it looks interesting, I can twist & mangle it, and not worry about long-term impact. I can scatter Delves around a map and get instant sandbox. And players can ignore a Delve and it's no big deal. The whole thing fits my playstyle perfectly.

September 3, 2011 at 1:24 AM

Blogger Zak Sabbath said...

"left to myself my adventures tend to be all human all the time, I'm not big on browsing through monster books. "

Yeah, can't relate.

All my adventures start with what the monsters are and go from there

September 3, 2011 at 2:36 AM

Blogger Christian Lindke said...

@Zak S

Step one in my deconstruction of 4e complete. Diceless Skill Challenges. Your thoughts would be appreciated. Oh...and level-less 4e is coming. It's a part of the series.

http://cinerati.blogspot.com/2011/09/rethinking-4e-freeform-d-diceless-skill.html

Levels are meaningless in 4e.

September 6, 2011 at 10:55 PM

Blogger Zak Sabbath said...

@christian

I read until it became obvious you didn't read what I wrote very carefully:

"In essence, Zak is stating that 4e's mechanics require that the game's adventures must follow certain rules."

I never said that. I am not stupid.

My statement was that WOTC's requirements mean that WOTC's 4e products will suck. It had nothing to do with 4E's mechanics.

In the future, if you think something I say is "complete and utter balderdash":

1-re-read it carefully, then

2-ask questions to make sure it says what you think it says

I sincerely hope no-one anywhere reads that thing you wrote and thinks it actually reflects my opinion.

September 7, 2011 at 12:33 AM

Blogger Christian Lindke said...

@Zak S

I'll go through your post a little more carefully. I'll also articulate on what I mean by believing you think "4e's mechanics require that the adventures follow certain rules."

I was talking about the xp system and how it encourages a certain kind of play.

"The overall effect is: no matter what path the PCs choose, and what tactics or strategy they choose, they will get in exactly the same number of fights with foes of exactly the same total strength."

I may have expressed my opinion clumsily, and my ire at others probably led me to be hyperbolic in my refutation, but I think that if I had been clearer you might agree that "mechanics requiring a certain kind of play" is exactly what you are saying. You are just talking about the experience point mechanics and how they force "exactly the same number of fights with exactly the same total strength."

Re-reading my paragraph, I was too strong. I apologize.

In fact, I even disagree with myself. I now agree that this mechanic pushes "published modules in the more-sucking direction," but with the assertion that "that shouldn't make your home adventures suck or that the rules require you to do it at home."

Thanks for pointing out where I faltered. Rants should be edited.

And thanks for giving me an idea for another blog post. I'll be looking at some of your recommendations on how to correct the flaws in the module, as well as talking about using a "sliding scale" for xp that can break up the monotony.

That fight = x amount of xp flaw is one of the safety wheels of 4e, and one I want to address.

4e makes it easy to be a lazy DM -- which is bad -- but it also provides some rudimentary coaching.

I also think I was throwing in a little of my own opinions in interpreting your statement. My sense is that 4e tends to force published adventures into an 8 scene structure (per level advanced), and I thought based on your comment that you were picking up on the same characteristic.

Mea Culpa, Mea Maxima Culpa.

September 7, 2011 at 10:45 AM

Blogger Zak Sabbath said...

@christian

"you might agree that "mechanics requiring a certain kind of play""

No, not at all.
Not for a second.
Not even slightly.
Not in any way.

My position is: WOTC's determination to publish modules in this particular format is the problem. Not the mechanics of the game.

Is that so hard to understand?

September 7, 2011 at 11:26 AM

Blogger Christian Lindke said...

So you are saying that this:

"The xp system requires the adventure to contain a set series of linked encounters adding up to a predictable amount of xp given for encounters only--dramatically reducing the possible kinds of adventure formats."

is due to WotC's determination to publish a particular format of module.

And not, WotC publishes a specific format of module because:

"The xp system requires the adventure to contain a set series of linked encounters adding up to a predictable amount of xp given for encounters only--dramatically reducing the possible kinds of adventure formats."

It really can be read that way.

September 7, 2011 at 11:33 AM

Blogger Zak Sabbath said...

Only if you havent read the rest of it:

"Type IV DMs can run whatever adventures they want (just like everybody else) but if they want to get them published they have a ton of hurdles to jump:"

September 7, 2011 at 11:48 AM

Blogger Christian Lindke said...

I get that and totally agree. That's why I apologized.

That's why I wrote that I now disagree with myself, and that the flaw only applies to published adventures -- and the demands they place on freelancers who want to be published.

I'll edit the piece to put the focus in proper perspective, but that won't be until tonight.

September 7, 2011 at 11:55 AM

Blogger Christian Lindke said...

I have edited the piece, leaving the original so people can see how bone headed I was. Let me know if I am better representing your thoughts.

September 8, 2011 at 11:21 AM

Blogger Zak Sabbath said...

looks good
thank you!

September 8, 2011 at 11:34 AM

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