I hate T, F, Sa, Su. I'm supposed to write all day. I hate 'supposed to.'
On the plus side, I lost five pounds this week. I credit drinking a six pack every two days. Also carrot shiribishi for lunch (the local grocery had no dashi stock, mirin, or kurao-wahever! Can you image! I had to use sake!), 6 chicken wings for dinner, and a two hour bike ride each day.
OK, I should go write something else now.
Investigations 1
Gygax himself started this mess, with The Keep on the Borderlands having skeletons wearing amulets that make them harder to turn. Both gimping the players AND suffering from the sin of explaining WHY something is the way it is.
Let us move to a more typical example. “An adventure for levels 10-15” states the cover. A dungeon, with a dragon at the end of it! A dungeon, in which all of the walls are lined with lead that prevent all forms of scrying , from psionics to magic spells to magic items. The adventure also states, of course, the lead lined walls block transformation spells like rock to mud, stone shape, and passwall. The designer REALLY wants the party to walk down the hallway so his traps can be sprung on them. Oh, yes, the dungeon walls also have the blood of magical creatures mixed in to them to prevent ethereal movement through the wall. And, there’s a super duper spell that prevents and/or gives off false readings to all detect spells … no detecting evil, magic or traps in this dungeon. Also, the thieves ability to find raps with they eyeballs is lowered by half, because of the same spell.
It’s clear what the designer had in mind. You will walk down the hallway and experience every trap and encounter. You will not skip encounters. You will not use your skill as a player, or the powers your character has earned, to skip things or better of the creatures. You will make savings throws and you will fight the creatures one on one.
It’s clear that this adventure should have been written for a lower level group is the designer was so concerned about the party experiencing the dungeon one room at a time, just as they had written it. Either lower the level or let the party do what they will … every passwall spell used is one lightning bolt that the wizard can’t toss. This is the balance inherent in almost every RPG: you can use cheat mode on the current situation … but at the expense of having less resources deeper in to the adventure.
Investigation 2
And Fifth Edition Adventure for four Seventh level PC’s, says the cover. Imagine a cliff, a thousand feet high. Clinging to the front of it is a set of stairs, alternating back and forth via landgings until the top is reached. The party must get to the top of the cliff. As the party climbs the stairs they will have various encounters from the creatures that live on and around the stairs. The adventure is the stairs. Therefore, the designer has decreed that there will be no wall-climbing, flying, levitation, or grav boots allowed! For there are traps all up and down the cliff that detect if someone is passing them by and go off. The traps, of course, don’t go off if you use the stairs. You will experience the adventure the way the designer intended you to … with none of those pesky abilities the party earned getting in the way!
It should be obvious by now how this relates to adversarial design and railroading. Generally the DM wants the party to be engaged and thinking creatively. “The answer is not on the character sheet”, as they say. Except, of course, when the designer of the adventure has decreed the answer to be on the character sheet. This adventure was designed for too high a level. Or, the designer could have integrated an environment in which, while the party could fly/climb/levitate/grav-boot, there were other more natural reasons while they would choose not to.
Investigation 3
Congratulation, you completed your last mission! As a reward, your patron is taking you out on his boat, along with some of his friends, to celebrate. During a three hour tour on a pleasure boat with a ton of guests, one of the guests on the ship is … MURDERED! Duh DUh DUh! Adventure calls! Quick! To the Poirot-mobile! An adventure for level 4 of 5th edition.
The designer in this adventure specifically calls out, in a sidebar, the issue with magic in D&D and how it clases with murder mysteries. He notes, specifically, that Speaking with the Dead shouldn’t be an issue since it’s too high a level, and even if they could, the first two victims didn’t see who did it. Not bad! Of course, the villain also has a ring of mind shielding and then also has a special ability that lets him automatically make his saves against anyone casting a detect lie spell.
At this point we have to ask … why? At some point the designer breaks the social contract with the players. They understand that the game world has certain rules. By giving the villain sixteen different ways to avoid detection of his foul intent the designer is breaking that contract, no matter the level of the adventure and no matter how powerful the villain. The suspension of disbelief is gone, the buy in is gone, the players roll their eyes, sigh, and say “Whatever” and endure the adventure till its end.
On the plus side, I lost five pounds this week. I credit drinking a six pack every two days. Also carrot shiribishi for lunch (the local grocery had no dashi stock, mirin, or kurao-wahever! Can you image! I had to use sake!), 6 chicken wings for dinner, and a two hour bike ride each day.
OK, I should go write something else now.
Investigations 1
Gygax himself started this mess, with The Keep on the Borderlands having skeletons wearing amulets that make them harder to turn. Both gimping the players AND suffering from the sin of explaining WHY something is the way it is.
Let us move to a more typical example. “An adventure for levels 10-15” states the cover. A dungeon, with a dragon at the end of it! A dungeon, in which all of the walls are lined with lead that prevent all forms of scrying , from psionics to magic spells to magic items. The adventure also states, of course, the lead lined walls block transformation spells like rock to mud, stone shape, and passwall. The designer REALLY wants the party to walk down the hallway so his traps can be sprung on them. Oh, yes, the dungeon walls also have the blood of magical creatures mixed in to them to prevent ethereal movement through the wall. And, there’s a super duper spell that prevents and/or gives off false readings to all detect spells … no detecting evil, magic or traps in this dungeon. Also, the thieves ability to find raps with they eyeballs is lowered by half, because of the same spell.
It’s clear what the designer had in mind. You will walk down the hallway and experience every trap and encounter. You will not skip encounters. You will not use your skill as a player, or the powers your character has earned, to skip things or better of the creatures. You will make savings throws and you will fight the creatures one on one.
It’s clear that this adventure should have been written for a lower level group is the designer was so concerned about the party experiencing the dungeon one room at a time, just as they had written it. Either lower the level or let the party do what they will … every passwall spell used is one lightning bolt that the wizard can’t toss. This is the balance inherent in almost every RPG: you can use cheat mode on the current situation … but at the expense of having less resources deeper in to the adventure.
Investigation 2
And Fifth Edition Adventure for four Seventh level PC’s, says the cover. Imagine a cliff, a thousand feet high. Clinging to the front of it is a set of stairs, alternating back and forth via landgings until the top is reached. The party must get to the top of the cliff. As the party climbs the stairs they will have various encounters from the creatures that live on and around the stairs. The adventure is the stairs. Therefore, the designer has decreed that there will be no wall-climbing, flying, levitation, or grav boots allowed! For there are traps all up and down the cliff that detect if someone is passing them by and go off. The traps, of course, don’t go off if you use the stairs. You will experience the adventure the way the designer intended you to … with none of those pesky abilities the party earned getting in the way!
It should be obvious by now how this relates to adversarial design and railroading. Generally the DM wants the party to be engaged and thinking creatively. “The answer is not on the character sheet”, as they say. Except, of course, when the designer of the adventure has decreed the answer to be on the character sheet. This adventure was designed for too high a level. Or, the designer could have integrated an environment in which, while the party could fly/climb/levitate/grav-boot, there were other more natural reasons while they would choose not to.
Investigation 3
Congratulation, you completed your last mission! As a reward, your patron is taking you out on his boat, along with some of his friends, to celebrate. During a three hour tour on a pleasure boat with a ton of guests, one of the guests on the ship is … MURDERED! Duh DUh DUh! Adventure calls! Quick! To the Poirot-mobile! An adventure for level 4 of 5th edition.
The designer in this adventure specifically calls out, in a sidebar, the issue with magic in D&D and how it clases with murder mysteries. He notes, specifically, that Speaking with the Dead shouldn’t be an issue since it’s too high a level, and even if they could, the first two victims didn’t see who did it. Not bad! Of course, the villain also has a ring of mind shielding and then also has a special ability that lets him automatically make his saves against anyone casting a detect lie spell.
At this point we have to ask … why? At some point the designer breaks the social contract with the players. They understand that the game world has certain rules. By giving the villain sixteen different ways to avoid detection of his foul intent the designer is breaking that contract, no matter the level of the adventure and no matter how powerful the villain. The suspension of disbelief is gone, the buy in is gone, the players roll their eyes, sigh, and say “Whatever” and endure the adventure till its end.