Stripe
A FreshHell to Contend With
Greetings!
Bryce's review of The Porcelain Shitter got me thinking about how to begin a good dungeon crawl adventure module. He said, "My main takeaway, I mean after recovering from the stunning effect of nine pages of text, is wondering why 'I'm a caravan guard for a group of religious pilgrims' is still relevant when I’m a level 9." That's a very valid question for level 9, at least in B/X, where I'd expect to be the patriarch of the diocese from which the pilgrims hail and not even aware of this adventure because I am so far removed that I pay the people who pay other people to pay caravan guards.
At the same time, I think there needs to be considerable leeway in regard to the normal complaints about removing player agency.
DM: "You all start at an inn."
Player: "No I don't! I took a vow to never enter a building!"
Obviously, that's as exaggeration, but I use as an illustration. I know as a player we all need to start the damn game somehow and however that is, I'm most in favor of "quickly."
Yes, when writing, one should avoid the taboos, like telling players what they think ("You're intimidated by the knight") or how they react ("You turn around and run away"). I'm not talking about forgiving bad writing. I'm asking, what are some good scenarios can we use to get all the players on the same page at the start of the game?
While there are certainly cliche or over-used scenarios, I think that any opening, well written and used appropriately, can be a good one. Of course starting as a caravan guard on level 9 is ridiculous, but I started as a player in a game that's lasted six months where everyone began at level 1 on an "escort the caravan" mission. Cliche as hell (it was even attacked by goblin wolf riders!), but we all had fun so it served its purpose.
One last thing, I'm talking about the start of a serious, robust dungeon-crawl adventure able to be continued as a campaign lasting at least several months if not a year or longer. Stonehell, Barrowmaze, etc. If I were just planning a one-shot session or the like, I would personally start the players off at the entrance to the dungeon in most cases.
Thanks!
Bryce's review of The Porcelain Shitter got me thinking about how to begin a good dungeon crawl adventure module. He said, "My main takeaway, I mean after recovering from the stunning effect of nine pages of text, is wondering why 'I'm a caravan guard for a group of religious pilgrims' is still relevant when I’m a level 9." That's a very valid question for level 9, at least in B/X, where I'd expect to be the patriarch of the diocese from which the pilgrims hail and not even aware of this adventure because I am so far removed that I pay the people who pay other people to pay caravan guards.
At the same time, I think there needs to be considerable leeway in regard to the normal complaints about removing player agency.
DM: "You all start at an inn."
Player: "No I don't! I took a vow to never enter a building!"
Obviously, that's as exaggeration, but I use as an illustration. I know as a player we all need to start the damn game somehow and however that is, I'm most in favor of "quickly."
Yes, when writing, one should avoid the taboos, like telling players what they think ("You're intimidated by the knight") or how they react ("You turn around and run away"). I'm not talking about forgiving bad writing. I'm asking, what are some good scenarios can we use to get all the players on the same page at the start of the game?
While there are certainly cliche or over-used scenarios, I think that any opening, well written and used appropriately, can be a good one. Of course starting as a caravan guard on level 9 is ridiculous, but I started as a player in a game that's lasted six months where everyone began at level 1 on an "escort the caravan" mission. Cliche as hell (it was even attacked by goblin wolf riders!), but we all had fun so it served its purpose.
One last thing, I'm talking about the start of a serious, robust dungeon-crawl adventure able to be continued as a campaign lasting at least several months if not a year or longer. Stonehell, Barrowmaze, etc. If I were just planning a one-shot session or the like, I would personally start the players off at the entrance to the dungeon in most cases.
Thanks!