How soon is "soon"?SterlingBlake wrote: ↑Wed Jul 03, 2024 8:29 pm I suppose after grilling you guys so much I ought to talk about where I'm coming from on game design soon.

How soon is "soon"?SterlingBlake wrote: ↑Wed Jul 03, 2024 8:29 pm I suppose after grilling you guys so much I ought to talk about where I'm coming from on game design soon.
Happy to! I've had this mindset for a while, but explaining it helps clarify and solidify; fun stuff!
And I never said everything was preordained, either.Inferno wrote: ↑Sat Jul 13, 2024 6:02 pmSo, this is a strawman argument honestly. I didn't say everything at all times should be randomly determined.Leitz wrote: ↑Sat Jul 13, 2024 3:37 pm If the game is just about randomly rolled characters going through random encounters and collecting random amounts of treasure then why should we not use the DMG's random dungeon tables, roll up a random party, and game alone? Doesn't that get boring after a bit?![]()
So you bring out the strawman allegation and then use "appeal to authority"? Nice... Have you considered that Conan didn't die but REH popped his own cork when he was 30? Have you considered that many books (like Conan) are part of a collection, which wouldn't be possible if the main characters always died? If you're going to accuse of one logical fallacy and then use another, can you pick something that works?
Who said anything about low stakes? Keeping in mind that REH's main character didn't live up to the quote but there are Conan stories, movies, and even an RPG. Have you considered some games, like Champions, make death really difficult to achieve yet the games are very popular? I like Jack Reacher stories, there are almost 30 books, two movies, and I think they're filming the third season of the show.
You asked: "Without life-and-death stakes, or any random story elements,", but this is where you seem to misunderstand your own argument. Just because I have some intentionality in the game doesn't preclude randomness nor life and death stakes. I'm actually not sure any longer if you're agreeing with me or disagreeing with someone else. Would you mind restating the discussion we're having as you see it? That might help clarify.
I agree with Inferno on this. If there is no risk of death, the game just doesn't interest me.Inferno wrote: ↑Sat Jul 13, 2024 6:02 pm Hi. Thanks for the thoughtful reply.
So, this is a strawman argument honestly. I didn't say everything at all times should be randomly determined.Leitz wrote: ↑Sat Jul 13, 2024 3:37 pm If the game is just about randomly rolled characters going through random encounters and collecting random amounts of treasure then why should we not use the DMG's random dungeon tables, roll up a random party, and game alone? Doesn't that get boring after a bit?
Except they can never die unexpectedly. In your stories, the stakes are never life and death. So they are fraught with danger that is not particularly dangerous.
And no less a storyteller than Cormac McCarthy said, “If it doesn't concern life and death, it's not interesting."
Likewise, Robert E. Howard: "Only the promise of death makes life worth living."
I'm inclined to agree. I mean, I have plenty of boring, low stakes "danger" in real life. Marrying my sweetheart. Buying a house. Living a life. So I don't need lots of low-stakes stuff in my fantasies or fantasy games.
But that can also be done in games that have actual danger.
Without life-and-death stakes, or any random story elements, the above sounds like a clockwork story. Again, have you ever tried that?
Thanks again!
Sure thing. Here goes:
Honestly, I thought you did. You said you didn't want your characters to die unexpectedly:
If your characters can't die unexpectedly, the stakes are not life and death. I guess I'm of the same mind as McCarthy and Howard and others: stakes that are lower than life and death just aren't interesting to me. Without a true threat of death, the challenge and the sense of achievement are greatly reduced. If I'm never in real danger, it's like playing a game you can never lose. That gets boring fast, for me. No risk, no reward. No guts, no glory.
Do you avoid combat in your games? Or do you avoid resolving combat with dice?
Dying unexpectedly and not having a threat of death are completely different things. Dying unexpectedly would be more along the lines of, "You make your way toward the cave entrance, attempting to be as quiet as you can in order to not alert the goblins of your presence. As you are coordinating your entry, you realize the fighter, who just made the climb up the side of the mountain in full armor and carrying extra gear, is sweating profusely, his skin ashen. He starts rubbing his chest, complaining about a sudden sharp pain when he collapses. You quickly tend to him, but he is no longer breathing. He is dead." Getting inside the cave and dying in combat is not dying unexpectedly, yet there is still risk of death. It is no fun when your character dies but there seems to be nothing you could do to avoid it.Inferno wrote: ↑Sun Jul 14, 2024 3:40 pm
If your characters can't die unexpectedly, the stakes are not life and death. I guess I'm of the same mind as McCarthy and Howard and others: stakes that are lower than life and death just aren't interesting to me. Without a true threat of death, the challenge and the sense of achievement are greatly reduced. If I'm never in real danger, it's like playing a game you can never lose. That gets boring fast, for me. No risk, no reward. No guts, no glory.
Hey Scott!
I realize that's meant as a joke, but it does end up highlighting some of the differences between our reasons for playing these sorts of games.
While eloquent, opinionated, overly verbose, and laughable, it was at least well written. For that I give due respect.SterlingBlake wrote: ↑Thu Jul 18, 2024 12:21 amI realize that's meant as a joke, but it does end up highlighting some of the differences between our reasons for playing these sorts of games.
A couple of days ago this far-more-eloquent-than-I-could-manage version of my take on my intentions when playing the game showed up: http://bxblackrazor.blogspot.com/2024/0 ... aming.html
One simple and direct question related to the article and its stated purpose for “Classic Adventure Games” (which you claim is why YOU play) …SterlingBlake wrote: ↑Thu Jul 18, 2024 12:21 amI realize that's meant as a joke, but it does end up highlighting some of the differences between our reasons for playing these sorts of games.
A couple of days ago this far-more-eloquent-than-I-could-manage version of my take on my intentions when playing the game showed up: http://bxblackrazor.blogspot.com/2024/0 ... aming.html
I think E. Gary Gygax qualifies as one of the 2 game designers and in his campaigns and his characters the highest level ever played was 14th. Not Sure about Dave Arneson's Blackmoore campaign but I doubt many if any ever made 20th level.atpollard wrote: ↑Sat Jul 20, 2024 5:14 pmOne simple and direct question related to the article and its stated purpose for “Classic Adventure Games” (which you claim is why YOU play) …SterlingBlake wrote: ↑Thu Jul 18, 2024 12:21 amI realize that's meant as a joke, but it does end up highlighting some of the differences between our reasons for playing these sorts of games.
A couple of days ago this far-more-eloquent-than-I-could-manage version of my take on my intentions when playing the game showed up: http://bxblackrazor.blogspot.com/2024/0 ... aming.html
Have you ever played a character from level 1 to level 20 in a campaign as the article implies is the “goal” of the game players and designers?
If you read the blog … which I only reference because SterlingBlake claims it describes why he plays … the premise is that CAG (Classic Adventure Games) have as their goal a sustained campaign from Level 1 to Level (VERY HIGH) with the Companion and Immortal books of the “Basic” rules an attempt to add that to a system less suitable (too simplified) to sustain the LONG CAMPAIGN needed.Rex wrote: ↑Sat Jul 20, 2024 6:01 pmI think E. Gary Gygax qualifies as one of the 2 game designers and in his campaigns and his characters the highest level ever played was 14th. Not Sure about Dave Arneson's Blackmoore campaign but I doubt many if any ever made 20th level.atpollard wrote: ↑Sat Jul 20, 2024 5:14 pm One simple and direct question related to the article and its stated purpose for “Classic Adventure Games” (which you claim is why YOU play) …
Have you ever played a character from level 1 to level 20 in a campaign as the article implies is the “goal” of the game players and designers?
No, not to 20th, only into the low teens. It is my goal as a player to advance my character to name level as quickly as possible in order to enter the "domain" phase of play then camp out there for the long term. I'm not particularly interested in higher level "adventures." The article I pointed to does not imply the goal of playing the game is not to reach 20th level (or 29th as the AD&D PH provides details for), but explicitly states the goal:atpollard wrote: ↑Sat Jul 20, 2024 5:14 pmOne simple and direct question related to the article and its stated purpose for “Classic Adventure Games” (which you claim is why YOU play) …SterlingBlake wrote: ↑Thu Jul 18, 2024 12:21 amI realize that's meant as a joke, but it does end up highlighting some of the differences between our reasons for playing these sorts of games.
A couple of days ago this far-more-eloquent-than-I-could-manage version of my take on my intentions when playing the game showed up: http://bxblackrazor.blogspot.com/2024/0 ... aming.html
Have you ever played a character from level 1 to level 20 in a campaign as the article implies is the “goal” of the game players and designers?
(The blog author's emphases.)the overall objective/goal of fantasy adventure gaming is long term campaign play...sustained play in an enduring fantasy environment, created by the DM and impacted by the players.
Thank you for the response.SterlingBlake wrote: ↑Sun Jul 21, 2024 11:42 am No, not to 20th, only into the low teens. It is my goal as a player to advance my character to name level as quickly as possible in order to enter the "domain" phase of play then camp out there for the long term. I'm not particularly interested in higher level "adventures." The article I pointed to does not imply the goal of playing the game is not to reach 20th level (or 29th as the AD&D PH provides details for), but explicitly states the goal:(The blog author's emphases.)the overall objective/goal of fantasy adventure gaming is long term campaign play...sustained play in an enduring fantasy environment, created by the DM and impacted by the players.