Common rpg blogosphere wisdom says that heavily scripted adventures are the antithesis of the old school sandbox. In scripted adventures, characters are essentially railroaded from scene to scene and battle to battle, while characters in sandboxes can do anything they want and go anywhere their abilities allow, so long as the pre-existing design of the sandbox allows it. In scripted adventures, change in the world is predetermined by the writer, while change organically occurs in a sandbox as a result of characters' actions.
Gameplay of both scripted modules and old school sandboxes, in addition to some story-driven indie games, over the past few years have convinced me that this is a false distinction.
Last night, we played Death Frost Doom - a seemingly old school sandbox dungeon in many respects that is built for use with a D&D retroclone. The writer, James Raggi IV, exhorted the DM in the intro to be fair according to the way the dungeon was set up and let the characters face the consequences of their actions. The problem was, the dungeon was set up in such a way that the odds were stacked heavily against the characters, and the scenario was generally set up in such a way that there was one very likely conclusion. Indeed, a quick perusal of actual play reviews reveals that many others hit this conclusion upon playing it.
In other words, this "old school" scenario was set up in such a way that the characters were physically free to do what they wanted, but only in the narrow confines of a fairly small physical area. I think there are several ways that Death Frost Doom differs from traditional old school sandboxes, but this aspect remains right on. Given these narrow confines, the characters acted in fairly predictable ways.
On the other hand, we've been playing a heavily scripted Planescape module (Dead Gods) on and off for a while. The scope is epic and crosses several planes. There's a heavy meta-plot built into it. But given some meaty story hooks in addition to just physical ones and the simple lure of treasure, players have made some very unpredictable and wacky decisions around the back story. Needless to say, I've had to heavily modify the module on the fly. In essence, the module has become more of a sandbox than not. And in ways that I never could've predicted in advance.
We've played other more story-driven games more recently as well - like Fading Suns using the Spirit of the Century (SoTC) system. Fading Suns has a crazy amount of source material, and SoTC has mechanics based around story-like attributes of characters, like Haughty Noble (or whatever else one comes up with). Using these mechanics has allowed for unpredictable and organically driven play as well, in ways that just don't emerge in the traditional sandbox.
When I look at all these types of games together as a GM, a conclusion starts to emerge for me: There are lots of ways to allow characters free reign and meaningful choices. Sometimes, an open physical environment works. Sometimes, GM or module-provided story hooks can provoke unpredictable choices that require GM responsiveness and flexibility. Sometimes, explicitly written character traits can serve the same goal. These are all just different tools that the GM and players can bring to bear. Including such tools in game content or game mechanics simply emphasizes and reinforces that aspect of the game. As a GM, I try to select the right tool at the right time because it's not just the content of the module or sandbox that matters; it's also the group, with all their strengths, weaknesses, and mood shifts. It's all about using just the right tool and bringing the cool at just the right time.
And that's really the bottom line for me. I'm not so concerned about remaining true to source material I may have prepped 3 hours before a game as much as providing interesting and fun situations for my players to which I need to respond flexibly. Sometimes, these situations are hard to manage, because a truly open world, with a range of story and character hooks AND mechanics can end up about anywhere. (This is actually my biggest weakness as a GM - that I end up putting myself in situations that are too unpredictable and tough to manage on the fly.)
But it just goes to show: Sometimes the sandbox feels scripted and the script wide open.
Showing posts with label death frost doom. Show all posts
Showing posts with label death frost doom. Show all posts
Wednesday, December 9, 2009
Tuesday, December 8, 2009
Dying a Cold Death with Death Frost Doom and the Old School Plus
Four of us played Death Frost Doom (DFD) a couple hours ago on a snowy night in Chicago. It was either that, or continue a long dormant Planescape campaign. But I downloaded DFD today, and it seemed fitting, so we went with it as a one shot.
As with some others who have discussed DFD, I won't review it in whole (though I will include some SPOILER details), because others such as Grognardia have done this well. But I will give some overall impressions and some broader thoughts about Old School Gaming (or whatever).
Bottom line: DFD was fine. But the hanging out with friends was the best part, and I think we should've resurrected our Planescape campaign instead.
DFD is very atmospheric - it's a creepy, location based scenario at a shrine with no active monsters and a bunch of ways for PCs to hurt themselves if they do the wrong things at places like water basins. There are a lot of old, creepy rooms with things like dried blood, torture instruments, and endless crypts. There are a lot of weird magical things, like a cuckoo clock that warps time. Again, there are lots and lots of crypts. And there's a way to make all the corpses in the crypts wake up. This is an endless horde of undead that pc's will likely run from or get killed by eventually.
One character (out of 6, because the 3 players had 2 characters each) escaped after waking up the horde of the dead. This was only because all the 5 surviving characters that ran from a zombie horde locked a door to a creepy chapel and snorted trippy purple dust that they found way earlier. One of the characters went deaf. Another went blind. The one that was best off rolled a 70 on a huge percentile table and was "Safe from Harm!"
In the end, there was a lot of wandering around empty, weird, creepy rooms. And frantic running at the end from a zombie horde and then through a horde of ghouls. There was little for the PCs to figure out, and the scenario naturally ran toward what strongly seems is this intended conclusion. The one where the undead horde spreads out over the fantasy globe causing DOOM! Except to the tripped out magic user who was Safe from Harm!
I think we all felt disappointed. I rate my GMing as average at best, but conjuring up a creepy atmosphere certainly doesn't play to my strengths (for example, I tend to laugh with my players a lot about stupid RPG stuff, like when the Halfling found a ring that turned her invisible). We especially laughed about how the randomly generated characters were all female except for the Dwarf. Because we're all guys and haven't gamed with females for a while. Probably like most of you reading this.
The players were frustrated that there wasn't much for them to do (I found myself saying a lot of things like "ok, you bash the cuckoo clock"). And then they died because of an event that didn't absolutely need to happen if the players didn't trigger it. But c'mon, the scenario seriously pushed the characters in that direction.
So, is this Old School Gaming, as many seem to perceive it to be? My first impression is NO: It has many trapping of the old school. There's a sandboxy dungeon, and players aren't forced to do anything. But there is a one big story trigger looming over the whole thing. I generally like "story" in my games, but I like it when character decisions are much more meaningful - when the odds aren't so heavily stacked to trigger one event, and where there isn't such an emphasis on DMing as just atmosphere for a couple hours - I really like the unpredictability of character decisions that have impact in a more wide open area.
Maybe DFD is Old School Plus. Old School on steroids, where the decision to explore a dungeon for an evening is stupid in itself. Because you're probably going to die in one of the fairly limited ways the writer intends, and perhaps exactly the way the writer sets up as by falling on, by far, the most impressive and overwhelming chopping block. I don't know. But I'm kind of disappointed. I read so much about this scenario on the blogosphere and there is some legitimate excitement. Maybe I just couldn't bring the scenario to life. There's definitely truth to this, and it is a well written book with lots of creepy content.
But I also think the scenario just wasn't right for our group. Which is ironic, given that we've been playing through the Planescape module Dead Gods (a wacky and heavily scripted adventure that I've really had to alter significantly on the fly due to player decisions). DFD is supposed to be wide open. But even compared to scripted modules, it feels surprisingly narrow.
So, Death Frost Doom is good fun for an evening. It got us together around the table on a snowy night that 4 people couldn't get to. But DFD is just not set up to enable player choice or impact in a way that I think was very meaningful to any of us.
As with some others who have discussed DFD, I won't review it in whole (though I will include some SPOILER details), because others such as Grognardia have done this well. But I will give some overall impressions and some broader thoughts about Old School Gaming (or whatever).
Bottom line: DFD was fine. But the hanging out with friends was the best part, and I think we should've resurrected our Planescape campaign instead.
DFD is very atmospheric - it's a creepy, location based scenario at a shrine with no active monsters and a bunch of ways for PCs to hurt themselves if they do the wrong things at places like water basins. There are a lot of old, creepy rooms with things like dried blood, torture instruments, and endless crypts. There are a lot of weird magical things, like a cuckoo clock that warps time. Again, there are lots and lots of crypts. And there's a way to make all the corpses in the crypts wake up. This is an endless horde of undead that pc's will likely run from or get killed by eventually.
One character (out of 6, because the 3 players had 2 characters each) escaped after waking up the horde of the dead. This was only because all the 5 surviving characters that ran from a zombie horde locked a door to a creepy chapel and snorted trippy purple dust that they found way earlier. One of the characters went deaf. Another went blind. The one that was best off rolled a 70 on a huge percentile table and was "Safe from Harm!"
In the end, there was a lot of wandering around empty, weird, creepy rooms. And frantic running at the end from a zombie horde and then through a horde of ghouls. There was little for the PCs to figure out, and the scenario naturally ran toward what strongly seems is this intended conclusion. The one where the undead horde spreads out over the fantasy globe causing DOOM! Except to the tripped out magic user who was Safe from Harm!
I think we all felt disappointed. I rate my GMing as average at best, but conjuring up a creepy atmosphere certainly doesn't play to my strengths (for example, I tend to laugh with my players a lot about stupid RPG stuff, like when the Halfling found a ring that turned her invisible). We especially laughed about how the randomly generated characters were all female except for the Dwarf. Because we're all guys and haven't gamed with females for a while. Probably like most of you reading this.
The players were frustrated that there wasn't much for them to do (I found myself saying a lot of things like "ok, you bash the cuckoo clock"). And then they died because of an event that didn't absolutely need to happen if the players didn't trigger it. But c'mon, the scenario seriously pushed the characters in that direction.
So, is this Old School Gaming, as many seem to perceive it to be? My first impression is NO: It has many trapping of the old school. There's a sandboxy dungeon, and players aren't forced to do anything. But there is a one big story trigger looming over the whole thing. I generally like "story" in my games, but I like it when character decisions are much more meaningful - when the odds aren't so heavily stacked to trigger one event, and where there isn't such an emphasis on DMing as just atmosphere for a couple hours - I really like the unpredictability of character decisions that have impact in a more wide open area.
Maybe DFD is Old School Plus. Old School on steroids, where the decision to explore a dungeon for an evening is stupid in itself. Because you're probably going to die in one of the fairly limited ways the writer intends, and perhaps exactly the way the writer sets up as by falling on, by far, the most impressive and overwhelming chopping block. I don't know. But I'm kind of disappointed. I read so much about this scenario on the blogosphere and there is some legitimate excitement. Maybe I just couldn't bring the scenario to life. There's definitely truth to this, and it is a well written book with lots of creepy content.
But I also think the scenario just wasn't right for our group. Which is ironic, given that we've been playing through the Planescape module Dead Gods (a wacky and heavily scripted adventure that I've really had to alter significantly on the fly due to player decisions). DFD is supposed to be wide open. But even compared to scripted modules, it feels surprisingly narrow.
So, Death Frost Doom is good fun for an evening. It got us together around the table on a snowy night that 4 people couldn't get to. But DFD is just not set up to enable player choice or impact in a way that I think was very meaningful to any of us.
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