We are encouraged to begin campaigns with a dungeon, which is all walls and passages. We are encouraged to set up a "home base" for the players, which ties them to a single place which, as DMs, we can control. We're encouraged to provide the characters with a region "backstory," which is designed to prime the players, getting them to respond to the stimulus we select. Many DMs write out this backstory, and other "essential" details about the surrounding area, so that it can be read often by the players, cementing the information we want the players to concentrate upon in their minds.
These methods work because they allow the DM to motivate the party. I can persuade you to follow a course of action by putting the idea in your head. I can adjust your thinking indirectly through phrases and incidents that cause you to think you're making up your own mind about things, where instead you're being influenced. Clever DMing does this so seamlessly that players believe they're really pushing the boundaries of the world, when in fact they're locked into a predetermined format. I've done this hundreds of times.
Players will often say that they want plain, direct adventure modelling. Here is a quote from reddit, where yesterday someone linked one of the earliest posts on my blog (which received much criticism, still, all these years later):
"... I like to have some shiny hooks dangled in front of my face. Give me a nudge towards something enticing and I'll take it. It doesn't take much, but I need a little something. If I'm a Cleric, give me something to cure or banish. If I'm a mage, give me something to research or recover. If I'm a big beefy barbarian, give me something to smash. Don't hold my hand but let me know it's there, and I'll do the rest."
Essentially, he's asking to have his hand held, he just doesn't want it called that. The reaction is familiar, and comes from experiences with DMs who try to present a sandbox, but do not understand that priming that sandbox is essential. You cannot just drop people in a setting and expect them to locate an adventure; if you try that, you will get players standing around without anything to do.
At the same time, you don't need to be as bald-faced as the commenter puts it. You don't need to limit your game world to dungeons and homebases, curing, banishing, recovering and smashing. These tropes are indicative of a lack of imagination; and the commenter's embrace of them only reflects his preference for cliche over sitting, talking, waiting and indifference.
A game world has to move. Players have to be moved. But the hooks don't have to be blatant and shiny, they don't have to be dangled in front of the player's faces, we don't always need to satisfy the crying need for momentum with a dungeon and we don't need to saddle the players with a homebase to ensure a setting that is manageable. There are alternatives. Seeing these alternatives needs training; the individual needs coaching to see how priming works. Blatantly obvious adventure hooks are fine for young, inexperienced children; but adults really do want more. I want us to see that single-adventure campaigns are juvenile in outlook. Like a film that includes three or four plotlines, players should be able to experience three or four adventures moving along simultaneously; so that even as one ends, there are others ongoing. This eliminates the possibility of boredom, or the post-adventure lull that so often destroys a campaign.
We can talk more about this tomorrow.
It really boggles my mind how alleged proponents of a game based on imagination can have so little of it themselves.
ReplyDeleteIt would be much more honest if they'd admit that thinking was too much work, thanks, we'll stick to color-by-numbers.
I'm enjoying your new direction already.
ReplyDelete@ Shelby:
ReplyDeleteTo be fair, there's little guidance in ANY edition of the game to suggest this sort of play, let alone explain it. The closest one might get is the DMG's discussion of keeping good time records.
@ Alexis:
Great stuff, man, and I *do* think you can apply it even to a kiddie campaign, like the one I'm running. At least, I'm attempting to do so. Kids aren't much different from adults in the needing to be prodded, after all (especially kids new to the game); the most frustrating thing is their inability to grasp campaign concepts as a whole (matters of cosmology, history, and geography)...but to be fair, there are plenty of adult players who, while capable of grasping such, simply wouldn't care.
In the end, I think, I have to build my world for me. If it primes MY pump, then I can muster the energy to create for my players.
Right now, I've got four different "dungeons" (adventure sites), three of which have been visited (multiple times), none of which have been plumbed to any great extent. And that's fine with me...I'm throwing out multiple adventure threads, building the world, and allowing subplots to build: the characters are already in hot with TWO different religious cults, have raised the ire of a local assassin, took on multiple Quest spells in exchange for a Raise Dead, and have made the acquaintance of a mercenary mage order...all during the exploration of two towns and the mountain pass between. Oh yeah: and the party magic-user lost his spell book (and is looking to recover it). None of the PCs has yet to level up, and none of the players have expressed the slightest irritation about this. Soon enough they'll have plenty of impetus to choose their own adventure.