Applications Google
Menu principal

Post a Comment On: Playing D&D With Porn Stars

"The Slaying Necklace - the module"

17 Comments -

1 – 17 of 17
Blogger Joethelawyer said...

I sit here and ask myself why they design modules like this. Without focusing on the living abortion they call the 4e ruleset, just looking at the modules, and analyzing why they suck monkey ass, I come up with a few things:

1. Railroad, no "real" free choices, just the illusion of them.

2. Expectation of defeating/completing it built in, with a certain xp expectations as well.

3. Whole thing has a certain "Care Bear" approach, where you don't want to let the pc's fail/get hurt.

4. Seems like they don't think that DM's and players can handle and/or create complex situations on the fly.

5. Goal seems to be to fight fight fight, with no possible expectation that the players wouldn't want to skulk around and avoid fighting---i.e. lacks the flexibility for other playstyles. (Some of this may be based on the fact that the only way to get xp in that edition is to kill shit---taking their stuff doesn't count).

6. Lack of imagination in the "you cant sell or remove the gem" and other ideas, so as to prevent creative parties from going apeshit crazy with whats in there and fucking up the DM's plans for the night.

7. Lack of details provided to enable players and DM's to take the module in any direction they want.

Feel free to add, modify or criticize the above.

It seems you could extrapolate some of their assumptions of their customers, based on the design choices they seem to encourage or endorse:

1. Players and DM's lack creativity and flexibility.

2. Players and DM's want certainty.

3. Players don't want to take risks.

4. Players and DM's like to be rule-bound in the gaming.

Feel free to add, modify or criticize the above assumptions.

All this leads me to conclude that either

1. WOTC is right in their assumptions, and therefore we are doomed to never get cool new players out of the younger generations for old school games;

or:

2. They are wrong, and they are dooming themselves by going after the least common denominator of player today, and crippling them by not inspiring their imagination, flexibility and creativity as players and DM's with cool new products.

Either way, they fucked themselves for the future. It's looking grim for the next generation of D&D'ers.

Yeah yeah, I know, you know someone who doesn't play like that, your games aren't like that, blah blah. Fuck you. I'm talking about the silent majority here though, the unwashed masses. You know, the D&D equivalent of the flyover state people. The D&D Rednecks. The ones who buy the shit and grow the hobby, and from whom we might get a few exceptional people to spring from the primordial ooze once in a while. That's who we lost here.

In conclusion...

Fuck WOTC.

August 27, 2011 at 4:46 PM

Blogger Zak Sabbath said...

sure, but i'm just tryna write a module here

August 27, 2011 at 4:54 PM

Blogger Joethelawyer said...

Yeah, maybe i shoulda dropped that comment in the other thread. hey, with the wondrous copy and past, i think i will. :)

August 27, 2011 at 4:56 PM

Blogger Joethelawyer said...

i guess i'm just feeling contentious as the end of the world draws nigh...

August 27, 2011 at 4:57 PM

Blogger Zak Sabbath said...

Mamma warned you about playing Stormbringer

August 27, 2011 at 5:25 PM

Blogger Welcome to Dungeon! said...

What does Slaying Stone bring to the hybrid over just running Emira's Necklace?

August 27, 2011 at 6:50 PM

Blogger Zak Sabbath said...

@wTD

You get a grotesque, unpredictable goblin city instead of a funhouse. If you want a funhouse, by all means run EN.

August 27, 2011 at 7:06 PM

Blogger Welcome to Dungeon! said...

You get a grotesque, unpredictable goblin city instead of a funhouse.

I guess what I mean to say is how much of the grotesque and unpredictable goblin city is actually derived from Slaying Stone to begin with? Versus if you decided "I want to set an adventure in a goblintown" and used pieces of adventure B.

August 27, 2011 at 7:23 PM

Blogger Zak Sabbath said...

@WTD

There are things in the original which are sort of made lame by the original context--like the robot dogs or the goblin wizard, Norg, or the competing treasure seekers. To me, adding the EN material changes the context of the whole adventure and suddenly these things work much better.

The WOTC stuff is the bass and the EN stuff is the guitar.

August 27, 2011 at 7:45 PM

Blogger Welcome to Dungeon! said...

Makes sense.

August 27, 2011 at 8:15 PM

Blogger anarchist said...

Glad you got some use out of my module! But note that the miniature city is actually by Aaron Somerville, and the giant arm is from the American Barbarica blog.

August 27, 2011 at 10:20 PM

Blogger Malcadon said...

This is how I like to use modules: like old cars at a Pick-N-Pull. I just pull them apart for ideas and inspiration, to make something that feels unique.

This method is really useful, as I can just pull-out a ready-made NPC, mapped area, treasure, or some unusual event, without having to invent them or make them-up on the fly. It may sound lazy, but I would rather pull in the legwork to have have a lot of ready-made stuff, so I can focus on writing the scenarios, when the time comes. Plus, I usually dont use them in an ad hoc way - I still like to flavor them with my own spices.

Great work polishing up that turd!

August 27, 2011 at 10:56 PM

Blogger John said...

"Great work polishing up that turd" may not be the most complimentary phrase ever uttered.

August 28, 2011 at 2:37 AM

Blogger Kiel Chenier said...

Some pretty good fixes. Definitely opens it up a lot more for the players. Plus, your approach to Goblins in general is pretty Gonzo. I think a lot of WotC products treat them as simple stock villains.

Also, yay for pig balloons, the greatest DIY D&D creation so far!

August 28, 2011 at 2:02 PM

Blogger Eldrad Wolfsbane said...

Would be nice if you wrote out your slimmed downed version of the rules. Reading your blog on and off I like the simplicity of it all.

August 28, 2011 at 3:55 PM

Blogger Unknown said...

One mans turd is another man's gold. Even the lousiest dungeon will have a few good nuggets.. A few years back I ran a heavily modified version of EGG's " Dungeonland" were I changed much of the setting by giving it a more darker twist similar to what American McGee did with his videogame "Alice". Thinking back on it, it was probably one of the best adventures I ever GM'ed.

August 28, 2011 at 4:00 PM

Blogger Malcadon said...

@iron: That sounds sooooo awesome! Wised I could have been in that game. I happen to like it loud. ;D

August 29, 2011 at 10:41 PM

You can use some HTML tags, such as <b>, <i>, <a>

Comment moderation has been enabled. All comments must be approved by the blog author.

You will be asked to sign in after submitting your comment.