Seems like I hit a nerve with that "back-foot" comment, but before I go on to clarify it a bit, I want to acknowledge some of the excellent points that have been raised by y'all. Why I feel compelled to do this, I'm not sure. It's what I believe non-nerds call "
Having a conversation", which it a bit different from an argument, and supposedly better than just shouting your opinion into the cyber-void.
So, in order:
Beoric makes an excellent point about 1e content creation. That so many of the original tools for procedural content (as written) are really
hooks to inspire further content. Very insightful, and I totally agree. It got me thinking to the state of the hobby in those early days. No one played "Dungeonland" because there were so very few pre-written products available. It was certainly the case with my original group---we snottily turned our noses up at "modules". It was all about
originality (this was, after-all, post-60's when individualism and non-conformity was king). Beoric is almost certainly right that those tables were just intended to be a spark and not taken just at face value.
Also,
@Beoric, I didn't think you post was long. This isn't
Twitter after all.
I was taken aback by DP excellent examples for Deep Carbon Observatory. I was all set to acknowledge the QO's rightful place in adventure design, but then reconsidered. I think the practice of making NPCs/monsters
move dynamically in the environment (as oppose to just waiting behind a door to attack), is another kettle of fish, and not quite the Quantum Ogre. The dynamic pieces are more constrained, I think, but both involve that DM "reactive creativity" I'm trying to highlight.
EOTB, as usual, brings heavy thoughts to my mind. He too bristles with the notion of a DM on "the back-foot". Design scenarios, not situations. (or in "Alexanderian-ese", Situations, not Plots). More on that now.
I do fancy myself the kind of DM that does design scenarios. I hope my earlier posts made that clear---and I hope I am not dilusional or blind to a short-coming along those lines. I think the "back-foot" label was seen as pejorative---somehow condemning the "scenario"-style of prep. It was not. I am a true believer. BUT, I'll even quote Alexander to make my point
Alexandrian said:
But you’re not programming a computer game. You’re prepping a scenario for a roleplaying game. When the PCs choose to do X or Y or Z (or A or B or C), you don’t need a pre-programmed reaction. You’re sitting right there at the table with them. You can just react.
It from the section entitled, "
DON’T PLAN SPECIFIC CONTINGENCIES", and the bolded emphasis is mine.
What I was trying to say is that:
- prep scenarios == good (plots == bad)
- messing with those scenarios on-the-fly (e.g. Quantum-Ogreing) feels like a (bad) cheet---even if your motives are to serve the Greater Good of Group Fun
- moving the elements of those scenarios dynamically, often means DM-ing re-actively (a.k.a. on the back-foot), which is a very different skill-set and style of creativity from the fedora-you-wore creating the scenario initially (off-line)
- dynamic creativity is not Quantum Ogre-ing, because you allow things to constantly go off-the-rails. (Well, there really are no rails to begin with, when you design plot-less situations.)
That's it.
(And a nod to Heretic who brought up a good point to about bottle-necks, but I have nothing to add on that topic.)
Happy Sunday all. Stay healthy & safe.