Dungeon crawl

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I suspect that we’ve all had that moment while gaming when our characters finished a battle or encounter and suddenly had a whole lot of loot to determine how to divvy up and carry out. It’s a gaming staple – doesn’t seem to matter whether you’re playing in a fantasy, modern, or futuristic setting. But it seems to happen a whole lot more while playing a fantasy RPG like D&D.

For some time now we’ve lived in a world where computer roleplaying games (CRPGs) have been around. I remember playing Bard’s Tale, Might and Magic, and the Gold Box Forgotten Realms computer games like Curse of the Azure Bonds to name a few. And from then to now, the general pattern is your character or party heads out to find bad guys to fight, you fight the bad guys, and then you collect the loot. You may not be able to haul it all away, so you leave useless items behind and take the good stuff until you can sell it.

Most of those games came out while I was in high school or in college initially. And I have to admit I played the heck out of them and enjoyed myself quite a bit.

But by that point I had already been playing RPGs (especially Dungeons and Dragons, James Bond, and a few other games) for a good 3-5 years. In that few years, I went from being the treasure hoarding munchkin to GMing and trying to achieve some kind of game balance. Though it was fun to kill the monster and take the loot, that wasn’t necessarily the goal any more by the time I left that period of my life.

And yes, we did all the munchkin things you’d expect. It was 1st edition D&D so we were kicking butt and taking names, even going so far as fighting Tiamat in her lair. (And it’s been asked, so I’ll answer here – no, I don’t recall if it was on her home plane or the prime material plane, but we did it nonetheless and got hoards of loot as a result.) We went up against the forces of Orcus. Did we die? Not usually – the GM and the mood at the time typically gave us enough room to survive. Was it Monty Haul? Of course.

That however was a phase. It lasted a while and then we got tired of simply collecting every coin, scroll, potion, sword, wand, etc. just because it was there.

Now if you look at CRPGs you see the same thing happening over and over because there’s no GM there to prevent it. We (yes, I’m just as guilty) stuff our pockets, backpacks, and saddlebags with everything we can get our hands on that is of value and leave the rest. The good thing is that we do run out of room so there has to be a bit of prioritization typically. The bad thing is that typically we have an infinite amount of time to gather, sort, and figure out where to stash everything.

Because I and many other gamers of our generation moved from traditional pen-and-paper RPGs to CRPGs, we’re less apt to take a CRPG approach to our RPGs.

Unfortunately, I’ve seen others that have gone the other way – from computer to game table – that just don’t get that you can’t haul off the kitchen sink and curtains or the other inhabitants of a particular city might take it the wrong way. Maybe you can do that in a dungeon after you’ve cleaned it out – there’s a certain amount of time you have there. But not every situation has the benefit of time.

Have other GMs and groups run into this bizarre trend? If so, have you solved it? And if you solved it, how did you solve it? We’ve tried lots of things, but logic doesn’t seem to work in this case. Or perhaps we just haven’t provided the right object lesson… I don’t know.

Thoughts? Anybody? Anybody? Bueller? Bueller?

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For me, “perfect” is an unreachable ideal. There is no perfect game, but we can work and strive for as close as possible. If everyone a) stays engaged, b) challenges each other and the GM, and c) has fun – it was a success. Without the interplay between players and between players and GMs, there is no game.

Writer Sitting B&WSo I’m always looking for other perspectives on how to create good adventures. Recently I saw an article in Entertainment Weekly about John Lasseter of Pixar fame. In the article, he stated his team’s formula for making great Pixar movies:

1) Toil to perfect the story.
2) Tackle technical innovation.
3) Take creative leaps of faith.

Why couldn’t we take that approach and apply it to… roleplaying games? If you think of an adventure as an episode or a campaign as a movie series, why not see how they work with RPGs?

1) Toil to perfect the story.

This one for sure applies. Story is the backbone for getting and keeping player interest. Yes, I’ve played games where all you do is clean out dungeon after dungeon. But without a reason for doing that – a reason for taking that path – all you’re doing then is stumbling through the dark killing things that move and taking any loot you find.

Occasionally, sure. I like a good dungeon crawl as much as anybody. But without having a story to explain WHY your PCs should care about these little podunk towns, why they should rescue the damsels or find the lost treasure of Whosit… they’re just going through the motions. As GMs or designers, we need to keep story in mind from the very beginning.

So before designing dungeons or monsters or setting up encounters… Make sure you have a story first.

2) Tackle technical innovation.

Now this one I’m not too sure about. As a software engineer, I have to admit I’m always looking for the next great gadget or piece of software to make my life easier (99% fail in this regard, yet companies like Microsoft are still in business – go figure). But I tend to go old school with my gaming and leave the toys off the game table.

I’ve seen many interesting and detailed discussions about using new technologies like Netbooks or Google Wave, touch-sensitive displays, projectors, and so on. However, I’m most comfortable gaming with a few books, paper, pens/pencils, and real dice.

Some of you may like to go techie when gaming – but so far I’m not one of them.

So maybe this one doesn’t apply in all cases.

3) Take creative leaps of faith.

This one I can definitely get behind. With story, you have the beginnings of a latticework you can add plot, setting, and characters to. But without being creative in how you create and present the end result, even the best stories can fall flat.

One huge creative leap for me is trusting in your players to fill in the gaps. Without the PCs, there is no game. GMs are there to set the stage and the PCs have to give it life in my opinion. So involve them from the beginning – let them fill in the backstories for their characters, let them describe parts of the world their characters would know intimately – get them involved in the creative process.

Another huge creative leap of faith can simply be presenting a heck of an idea in the story. Mix and match things in new ways. Take the Chinese Menu approach – a few things from column A, a few from columns B and C, mix, smooth over the seams, and voila…

Will the Pixar/Lasseter three-rule approach help? It certainly can’t hurt by offering another perspective.

So what are the cardinal rules for you GMs or game designers out there?

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