tag:blogger.com,1999:blog-7817710432110712270.post1357068032767369274..comments2024-03-27T22:37:01.796-04:00Comments on Dungeon Fantastic: Adventuring Mistakes I: Oooh Shiny!Peter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-7817710432110712270.post-7321450620236368152021-06-10T19:56:28.615-04:002021-06-10T19:56:28.615-04:00We've tried something like that, but it hasn&#...We've tried something like that, but it hasn't worked well for us. Not everyone gets on the job by email, and even if they do, the work then devolves to me to make rolls, spend money, do totals, etc. - none of which I want to do. It hasn't really been a time saver because the task doesn't get completed ahead of time, and takes more of my prep time doing player-centric PC loadout prep instead of GM game prep.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-88881362117650234172021-06-09T23:38:10.092-04:002021-06-09T23:38:10.092-04:00Yeah... the way shopping is done in your game I...Yeah... the way shopping is done in your game I'd relegate to "do this via email between sessions". Or "Give me a list of your wants, in order of preference, and how much you're willing to spend total, I'll roll to see what's available and fill out the list until you either run out of list or money".evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-61222205219494016332021-06-09T17:58:09.749-04:002021-06-09T17:58:09.749-04:00I do prize the active play over the play-prep. And...I do prize the active play over the play-prep. And planning and shopping isn't really that entertaining, especially if your plans regularly don't get follow-through and your shopping is all centered on "get the stuff for this plan" plus "get this stuff just in case" and people being vague about who carries it. It's not as fun as fighting monsters and seeing what's beyond that strange door, for me, anyway, and the more time spent on it uselessly the less I like to spend minutes of my life on them.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-15651167462712998172021-06-09T15:32:54.349-04:002021-06-09T15:32:54.349-04:00"Oooh Shiny!"
I always try to account f..."Oooh Shiny!"<br /><br />I always try to account for some level of Oh Shiny into all my plans. That way it's not a digression from the plan, "see it's right there in the plan, investigate unknown things!"<br /><br /><br />"- wasted time planning (you spend 45 minutes talking it out, which isn't spent playing, and you don't follow through anyway.)"<br /><br />Okay we just gonna have to agree to disagree here. Planning is always a part of the game. Especially if it involves arguments that involve Character motivations. Heck, I've had purely meta-arguments where we at the end agreed to go and do something and then had to figure out how to have convinced our Characters to go and do it. Those are all still fun and part of game.<br /><br /><br />I suspect we're going to disagree a bit as well tomorrow, you and I have seem to have slightly different approaches to gaming. You //seem// to prize the "active" play (characters doing things) over the "passive" play (group discussions, shopping, planning, etc).<br /><br /><br />I like them both. But I can also see that you've had levels of Felltower planned out and waiting on the PCs to explore for over a decade. If I ever ran games like that, I'd probably start to chafe a bit over the "slow parts of the game" as well. You also have a far, far stricter time table for "individual delves" because of the type of game you're running and that certainly colours things.evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-49670580408996574412021-06-08T21:17:38.940-04:002021-06-08T21:17:38.940-04:00There is always a rationale for "Oooh Shiny!&...There is <i>always</i> a rationale for "Oooh Shiny!" and there is always a rationale for "Stay on Target!" That's what makes them dangerous fallacies. You can always explain why you "had to," or "couldn't avoid," or "it made sense to" do either.<br /><br />The lack of enthusiasm is probably reason #1. #2 is the the plan is hard, and something else - anything else - seems easier right now. Future you never thanks present you for having taking the easier path . . . but it's hard to make yourself do something unpleasant or hard without a reason that is stronger than the obstacle.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-6940602976786693712021-06-08T19:53:18.422-04:002021-06-08T19:53:18.422-04:00I should have added to the last post: This assumes...I should have added to the last post: This assumes that the delvers have a plan to accomplish (kill the Lord of Spite, open the Orichalcum Doors, figure out the Rotating Statute Puzzle) as opposed to a plan that is "explore the dungeon." You would know for sure, but I think early Felltower was a lot more of that kind of plan. That is now different insofar as: (1) the delvers are reluctant to explore certain areas (e.g., "Level Five" where the glowing crystals are located, the Beholder/Dragon area, the Iron Golem area, etc.), and (2) nearly all of Level One, Level Two, and the "Cavern Level" (and *seemingly* a lot of the "Gate Level"). So I think early on, I suspect there was less deviation from the plan because the plan was probably, "explore these areas of the map," etc. Vichttps://www.blogger.com/profile/03268174879688628707noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-11330922966830319092021-06-08T19:45:40.219-04:002021-06-08T19:45:40.219-04:00I think the most common reason for this is "....I think the most common reason for this is "...if you've chosen a plan despite a lack of enthusiasm for it, or because you couldn't think of anything else, or somehow hoping something better would come along..." I think that is the vast majority of the reasons, regardless of the form (chasing down monsters, connecting the map, etc.). <br /><br />For me, the second most common distraction or reason is partially due to Ulf's paranoia, but is also a mindset of making sure we check our six. So fleeing monsters are a potential threat if they can circle back around and get us from behind. Or if we hear a noise behind us--sometimes we just move quickly away, and other times we decide to check it out to make sure we aren't jumped. <br /><br />But it all goes back to #1, I think. When we have a plan that we all want to stick to and do, we don't get too distracted. When we aren't sure *what* to do, we tend to get very distracted because we think sometimes the distractions might prove valuable in some way. There are some times when we get distracted with something that involves checking our six, or something that is time sensitive and requires a reaction, but the vast majority of the time, it's looking for a better plan, I think. Vichttps://www.blogger.com/profile/03268174879688628707noreply@blogger.com