tag:blogger.com,1999:blog-3871409676946408069.post2861025706774925420..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: The Snowden EffectAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-3871409676946408069.post-71823271057517512412014-12-28T23:02:04.912-07:002014-12-28T23:02:04.912-07:00ADHD I suppose. If a GM has reams of half aborted ...ADHD I suppose. If a GM has reams of half aborted ideas and has trouble sticking to one thing for two long, it seems that dungeon centric campaigns work well for them. The kind of GM who preps for wildly different games he'll never have time to run has a chance to recycle material which many not be appropriate for the wider setting.<br /><br />Some thoughts on applying conceptually what a dungeon is, rather than just an underground maze. In a sci fi game a backwater planet or an asteroid with mysterious structures can be similar to a dungeon. It's a defined and self contained area, the players enter and leave through the port or safe landing area. It's a sort of point from the wilderness of space that the player can drop into or leave without galaxy reaching implications.Oswaldhttps://www.blogger.com/profile/07001773664829033815noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-22494237573062926192014-12-28T21:15:59.336-07:002014-12-28T21:15:59.336-07:00ADD or ADHD?ADD or ADHD?Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-30697468094478134152014-12-28T20:44:22.679-07:002014-12-28T20:44:22.679-07:00Oh I wouldn't mind if you expound on it at all...Oh I wouldn't mind if you expound on it at all.<br /><br />It's one of my favorite aspects of dungeons, how if say I'm really digging the idea of science fantasy or an odd interpretation of a classic monster, I can introduce those elements without radically altering the wider setting for the idea to fit. The best cure for DM ADD I've found is to throw a small dungeon at the players.Oswaldhttps://www.blogger.com/profile/07001773664829033815noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-6062305129380959292014-12-28T15:51:39.475-07:002014-12-28T15:51:39.475-07:00I have always run my world that way, Algol - but I...I have always run my world that way, Algol - but I must tell you, I appreciate greatly this contribution.<br /><br />I've been bouncing around in my head trying to figure out the wider ramifications of what I've been writing, and here you've nailed it.<br /><br />You don't mind if I steal from you later on and make millions with this idea, do you?Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-42662530949156046022014-12-28T15:30:11.106-07:002014-12-28T15:30:11.106-07:00Reading this, it brings to mind a couple of though...Reading this, it brings to mind a couple of thoughts I have. The separation of consequences frees up the DM as well as the players. The interaction of groups, the internal logic of a setting, the consequences of placing "this particular magic item" have to be thought of in both dungeon and outside dungeon. <br /><br />That separation of consequences between the two frees the gm to just not have to make all the moving parts fit together between dungeon and outside world. A dungeon can be a sort of "setting in a bottle" with the DM free to add more whimsical, fantastical ideas which could hurt the logic of the setting. That separation of consequences provides the DM a breather in that they only have a small and defined amount of moving parts to deal with. If the DM desires a change of tone, milleiu, "feel" or to experiment with new gameplay ideas, that separation of consequences makes the dungeon a perfect place to experiment because the dungeon keeps those experiments contained within the dungeon.Oswaldhttps://www.blogger.com/profile/07001773664829033815noreply@blogger.com