Solomoriah Speaks E14: The Old School Campaign

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In this episode I discuss how tabletop RPG campaigns were, and are, built in the Old School. It's a lot easier than you might think!

Пікірлер: 23

  • @searcheroftheunknown
    @searcheroftheunknown Жыл бұрын

    I, as a player, used to have stories to tell after a session of D&D, now a DM would want to tell me a story. Great video, btw.

  • @ChrisGonnerman

    @ChrisGonnerman

    Жыл бұрын

    Thanks! Glad you liked it.

  • @anthonygent6378
    @anthonygent63782 жыл бұрын

    Another interesting video Chris I'm glad it's not just me that does very little prep for games 😀. I've found over the years that doing lots of prep doesn't work well with my style of DMing , I find that having a good starting point ( for which I will do a fair amount of prep for) works well and then the players can decide what adventures they go on generally I'll have a few hooks for them to go for which leads to an initial adventure then after that I just let them get on with it and see where we go . I normally have a few ideas in my head and see what will fit with what the party are doing or want to do next. Anyway keep up the good work

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Thanks! Sounds like we're on the same page.

  • @sinmaan7568
    @sinmaan75682 жыл бұрын

    Would love a video how you create and prep your own scenarios. Thanks for sharing the wisdom! Cheers!

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Well the good news is, I've already done that! The video is here: kzread.info/dash/bejne/kYaEj5iCecmxpdY.html However, you might want to start with the Actual Play series for that adventure, which begins here: kzread.info/dash/bejne/ZYxmytmzhZDLpZM.html

  • @nunyabidness8870
    @nunyabidness88702 жыл бұрын

    congrats on 1000 subscribers, one subscriber early!

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Thank you!

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Sadly, it didn't last... but soon, I hope.

  • @sinemi3
    @sinemi32 жыл бұрын

    Excellent video! I like the weighted base! Right nos I'm experimenting with 0.08mm layers on my ender 3. I'll try to get the Morgansfort minis printed and let you know.

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    I should try a tighter resolution on my printer.

  • @robbabcock_
    @robbabcock_2 жыл бұрын

    Good stuff!

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Thanks Rob!

  • @Motavian
    @Motavian2 жыл бұрын

    I've given control of major factions to people outside of my game because I WANT my game to be more unpredictable. I may not know what happens next, but I feel empowered to at least know how my world will respond.

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Works for me. More unpredictable is always better for a GM, so long as you don't turn into a capricious god of mischief.

  • @Aaron-mj9ie
    @Aaron-mj9ie2 жыл бұрын

    In recent years I've completely reexamined how I approach "Writing a campaign". I moreso write a series of dungeons now than I do an actual "Story" or "plot".

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    And it works great, doesn't it? So much less work, so much less frustration.

  • @Aaron-mj9ie

    @Aaron-mj9ie

    2 жыл бұрын

    @@ChrisGonnerman I strongly prefer it this way. I cannot stress enough, in he space of a single KZread comment, how greatly it changes the game for the better. It is a hard sell to modern gamers at first, but I think they immediately see the change in play as well.

  • @captainnolan5062
    @captainnolan5062 Жыл бұрын

    In my opinion, DMs are not storytellers (and a roleplaying game is not best played as a storytelling game. If you want to play a storytelling game, there are games designed as storytelling games that do that much better). A GM places challenges in front of the players, the players try to solve the challenges, and after you are done playing, then you can tell the story (or stories) about what happened at the table. As a byproduct of play, a story may emerge. It occurred to me recently that, at some time in the past (maybe around 3rd edition of D&D?), professional writers took over the design and adventure making of D&D; as opposed to the original D&D material which was written by a shoe repairman and a security guard, and other wargaming hobbyists. Sometime around then the game became about telling stories (which is just what you would expect a writer to be interested in) rather than the exploration of maps by PCs and combat with fierce creatures to obtain treasure [in a hexcrawl or a dungeon delve]. Video game influences (which are much more linier or like chose your own adventures) also began to influence TTRPG design [for the worse in my opinion]. Modules began to be written as movement from plot point to plot point, rather than allowing characters to roam around in the sandbox pursuing their own ideas and motivations. It seems like this was around the time that the term "railroading" arose and was used as a derogatory term by those of us who had grown up playing the open world/sandbox type of campaign to describe these ‘plot driven’ 'straightjackets' type of adventures. The linked videos are a great example of this point of view (which I agree with): kzread.info/dash/bejne/ZpdtpNGqdZDQlbw.html and kzread.info/dash/bejne/gn2F0riHkq_dpag.html The story is what happens at [or away from] the table AFTER they game is finished for the evening, when tales are told of what happened during the game. When I hear GMs, game designers and others talking about the three-act structure, overlaid by the Shakespearian five act structure, and then talking about the realization moment in screenplays [coming at approximately page 80], and the climax of the story, and [heaven help us] the denouement, etc., etc., I know that I am listening to someone who likely learned to play after the rise of the 'storytelling/video game' type of adventure. Back in 1974, when age 10 to 25 year old 'kids' were putting together their D&D worlds and building sandboxes for others to play in, we/they had little formal education about story structure and the like [and wouldn't have thought about using it in the design of a 'dungeon' or wilderness adventure anyway], but we/they knew enough to create challenges for players to overcome, which creates the environment for conflict (which is critical to drama), and with players having created motivated characters who were seeking fame and fortune, and were placed in such a sandbox environment, they organically created story through play. Look at things like the Judges Guild materials from the late 70s. They are filled with locations, creatures, NPCs, random tables and such and not plot points, a main narrative, etc. A DM is not a storyteller and RPGs are best used as role playing games, and not storytelling games.

  • @retrodmray
    @retrodmray2 жыл бұрын

    Another good one, Chris! I like those figures there...especially that older style pig-faced Orc. To your point in your video, or least one of them anyway - the way I run for my family nowadays, and a small group via email, is with this as one of my statements (which comes from one of your older videos I believe) "I'm not out to get you or kill your characters at all, but the wilderness, dungeon, or monsters might be." I'm out to have fun with you. Thoughts? Thnx again for these. 👍

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    As I told another commenter, I think we're on the same page.

  • @Korroth
    @Korroth2 жыл бұрын

    Good advice.

  • @ChrisGonnerman

    @ChrisGonnerman

    2 жыл бұрын

    Thanks!

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