#like I actually like most of the extra content for wildly under-written NPCs
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loregoddess · 3 years ago
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man, Himekawa certainly made some uh...choices regarding characterization (they did my guy Shad dirty for sure), but having Agatha be afraid of wolf-Link is by far the most confusing addition bc she’s like, the only human in the game who’s like “oh, cute puppy, I’m not afraid of you, I can tell you’re a good boy”
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fairyboydammit · 7 years ago
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Modules: Compare and Contrast
So I'm gonna talk about RPG modules.
First a little background, I've been playing tabletop RPGs off and on for two decades. Most of my experience is in D&D and other sword & sorcery type games but I've also played a smattering of other stuff, including Star Trek, GURPS, Star Wars (D20, not the West End version sadly) BESM, Shadowrun, White Wolf and Warhammer 40k. I've run about half the games I've played in and have traveled the whole spectrum from “Only lazy uncreative chumps use premade modules“ to “They don't have the monster stats in the module book? They seriously expect me to run this with a monster manual open too?“ So I've had an evolving relationship with modules and premade adventures, these days I've come to embrace them as a wonderful tool for facilitating fun game nights, though I do still love writing my own stuff now and then.
The impetus to write this came from having run two very different modules with wildly different results and with my perspective and experience I'm going to try to talk about why I think my experiences were so different, and what the differences in the modules had to do with it.
So, the two adventures I've been running are Hoard of the Dragon Queen, a module for 5th edition D&D that came out recently, and the Witchfire Trilogy, a campaign written for the D&D 3.5 version of the Iron Kingdoms roleplaying game which I adapted to use the more recent Iron Kingdoms tabletop rules. Some early disclaimers; Witchfire I'm running in person, Hoard I ran over Roll20 and Discord, the parties for each game were composed of different groups of people, the only person these two games have in common is me running them, and I know the players and how I interacted with them have had an impact on how the game goes so I'm going to try to account for those factors in how I judge these modules, but my experiences will color my perceptions for good or ill, objectivity is unattainable.
Let's start with the beginnings, both adventures start the party at 1st level, parties fresh out of character creation and open with some action. In Witchfire, the party starts the game as hired caravan guards going through a swamp, they get ambushed by Goblins and must defend the caravan. This is a cakewalk of a combat encounter, the goblins are weak and don't pose a real threat to the party, their objective is to steal from the wagons more than kill the players. I've played through this module before and this is never a tough fight, it serves mostly as a tutorial to introduce combat to the party and set up travel to the city most of the adventure takes place in. When I ran it this time the party wiped out the goblins in about 3 turns and did a good job introducing them to the rules, what they were capable of and how the system worked. The first encounter in Hoard of the Dragon Queen is a village being attacked by a Dragon. With an army. The encounter is actually a series of encounters, the adventurers are approaching the village of Greenest, under attack by the dragon and an army of cultists and kobolds. The first encounter in the series of encounters this entails is very similar to the Witchfire one in some respects, eight kobolds attacking a family, the book states the kobolds will not even attack the party if they don't intervene. So much like Witchfire you have a low-power encounter without much real threat to the party. A key difference I notice is that in Witchfire, once the goblins are beaten, that's the end of the fighting, the caravan cleans up, repairs and heads on to town, the party doesn't have another fight for over a day (barring particularly violent and rambunctious players) in Hoard, this encounter is followed by a series of encounters aiding the villagers of Greenest, the book intends for the party to do about seven of these before getting a Long Rest (in 5th edition, Long Rests restore all hit points and expended spell slots, Short rests can replenish some health but at first level you can only benefit from one Short Rest before taking a Long one) given that most of these encounters involve combat of some kind, potentially lethal combat in some cases, this can be daunting or outright hazardous to a first level party as they have limited means to heal themselves at this point.
After the goblin ambush in Witchfire the party heads to Corvis and meets The Main Questgiver who sets them down the path of the adventure proper with some investigation missions, leaving aside combat for at least an entire game session while the party explores the city and gathers information. Hoard has the party hole up in the town's keep until morning and face a tacitly unfair combat encounter that will likely leave a party member dead. I don't want to get too wrapped up in minutiae or bogged down in encounters, but felt these two beginnings warranted being contrasted. Witchfire opens with a quick and easy fight to introduce the mechanics, and introduces the setting in a moment of peace, when the party has had time to collect themselves from the fight. Hoard bombards the party from the word go, spiking the tension for what could easily be the entire duration of your play session and chasing it almost immediately with another fight.
Gonna switch gears to structure. Witchfire has a positively immense amount of preamble, the book dedicates 32 pages to the background of the city, its environs, the events preceding the adventure, where the notable NPCs are concerned with it and what information needs to be imparted to the PCs, and what has happened that they will have no idea about yet. Hoard has barely a page of content before the first encounter and most of it is just general background on the setting, where the adventure will be taking them and an overview of the adventures events. I don't want to seem overly unfair to Hoard, as being set in the Forgotten Realms means all the lore is already out there in one form or another, so they don't need to include the entire history of the Time of Troubles or the Spellplague at the beginning of this adventure, but what background they do provide is very barebones, giving very one-dimensional accounts of the NPCs and their motivations, which leads to some severe confusion later on.
NPCs can be tricky to write in any situation, simply because it's impossible to hand a GM a script of everything someone might possibly say to account for what a party might be, say or do. Hoard has fairly minimalist scripts, giving most NPCs essentially just a blurb about what they need the party to do, sadly some of its best NPC characterization is wasted on an extended travelling section that my players at least just wanted to be over. Witchfire does a similar thing but goes an extra mile in giving extended NPC dialogues a rough outline. In situations where NPCs will have extended conversations with PCs, the books gives them introductory dialog and a few scripted lines, then lays out some ground rules, stating what the NPCs motivation is, what they know, what they will tell the players, and what they will ask the players. I cannot tell you how useful this extra information was, even when surprised by a situation the book didn't anticipate, the context provided by the additional background gave me enough to infer a consistent and in-character reaction. This forethought also helped turn what would have been exposition dumps into question and answer sessions that were engaging for the players. Hoard had some serious problems with not clearly describing NPC motives and intentions, to the point where I had the party walk in on a character who the book gave absolutely no indication how they would react, beyond implying he'd be kind of a dick about it.
Both of these campaigns have relatively little downtime, throwing developments and encounters without giving the party a lot of time to mess about and do other things, but the way they do this is set up drastically differently. Hoard has periods of intense activity at the beginning and end, with a sort of 'downtime' period in the middle, consisting mostly of travel. This approach is made necessary by the narrative but makes for bad pacing. By the time the party gets to the travel section they mostly just want to move on to the next dungeon/adventure beat because that's what the module has accustomed them to. To further exacerbate things, the travel section isn't even really downtime because of the random encounters and intrigue that persist throughout it, so it ends up being run like a poorly structured dungeon where the party is stuck on a wagon going through it. Witchfire has very little downtime but a much more regular pace, players generally have a period of buildup followed by a period of decompression surrounding each of the dungeons or action beats, which themselves gradually ramp up in scope and intensity before climaxing (usually near the end of each of the three 'books' the campaign is composed of) each one feels like an organic endpoint too, giving the party some good falling action and resolution before leading them into another adventure in the next book.
Let's talk nitty-gritty stuff now, dungeon and encounter layouts. Both of these campaigns have some impressive dungeons and some really fun encounters, Both also take steps to prepare the DM for the specifics of the dungeon environments, though Hoard takes a slightly more cumbersome path. The dungeons in Hoard will often have environmental conditions (light, effects of weather, patrols etc.) listed at the beginning of each dungeon but then not mentioned in the pertinent areas, which can be confusing if you haven't committed the entire section to memory or have lost details in the intervening time in the dungeon. Also, a thing that only happens once or twice  but is still really frustrating that Hoard does: Information critical to the party in order to progress/accomplish a stated goal that they have literally no way of obtaining, that is bad structure. Witchfire by and large does a really good job putting all pertinent information in the room descriptions, as well as giving almost every dungeon room a clearly marked “Read this out loud“ flavor text callout (another thing Hoard neglects on a few occasions)
I suppose one more thing is important to cover before narrative structure and I suppose it can be best described as 'progression'. Progression and levelling systems are kind of the hallmark of the RPG genre, to the point where video games say they have 'RPG elements' because after you do a certain amount of stuff a number goes up, and levelling up is important to engagement and helps pace a campaign. I can't really compare these two games in terms of levelling up just because the adventures are different lengths, they use different systemic scales to determine levels and relative power, it just doesn't work that well, but there's another important progression system I can call upon: Loot. Loot is also a hallmark of RPGs and especially in games like D&D your equipment can be as much an indicator of your power as your level. Often times upgrading equipment eventually becomes the only way to improve key aspects of your character's capabilities, so its importance is hard to overstate. Even 20th level veteran characters can be total pushovers without the cartload of epic loot they've accumulated in that time. In Hoard of the Dragon Queen the party will find precisely zero magic items until the penultimate dungeon. Which they will be level 7 upon completing. Even basic equipment is startlingly rare throughout this campaign, with most of the enemies who use equipment having low-quality gear that party won't need. Even the treasure they do find (primarily currency; coins, gems etc.) isn't of much use as they're only in a town long enough to go shopping once near the beginning of the adventure. Now I've run low-magic/low-treasure games before, they can pose unique and interesting challenges and be a lot of fun if you're prepared for them. Whoever wrote this campaign however was not, as well before the party will see it's first +1 magic sword (in the final dungeon btw) they'll encounter monsters resistant to nonmagical attacks, making what should be relatively standard fights to build tension on the way to a real showdown into bone-crunching slogs where spellcasters exhaust their entire arsenal and fighters slash away for hours at enemies they can barely damage. This is, in my opinion, simply an unforgivable oversight in terms of game design. Given the numerous typos and editing mistakes in this campaign it would not surprise me at all if they had just left out some sections where the players were supposed to find some decent equipment, as it was I threw in a few caches to get my party up to having a fighting chance. I'm all for challenging players and giving them a fight that really tests them but there's an art to crafting a real challenge and throwing something at the party that you haven't given them the tools to deal with is not part of it. If I hadn't added my own loot to the game most of the party would be facing the final boss with the exact same gear they started with, and while that can work in some games, D&D is not one of them. Witchfire was a bit of an odd case because of how magic items work in IKRPG and the fact that it was written for an earlier edition of D&D made that a bit off for my campaign but as written, the party found a magic item (albeit a dagger) in the first dungeon, and had the potential to find more substantial equipment upgrades at a fairly regular pace throughout the game, and even had a reward for a side quest be „One free masterwork item of your choice“ at the local weapon shop, so even people with obscure weapon preferences could be assured they wouldn't be left out.
Okay now it's time for Narrative structure, buckle in. One of the big problems I had with Hoard was getting the characters invested, they never stayed in any place long enough to care about it, never spent enough time with an NPC to care about them, never encountered an antagonist enough times to build a rivalry with them, and while some of this I can chalk up to the travelling nature of the campaign, some it I can't. In the extended caravanning section the party has chances to meet up and talk with some NPCs but they're almost immediately shunted off somewhere else at the next stop, the party never returns to Greenest or speaks to anyone from it again. My party's most protracted NPC relationship was with a named Lizardfolk NPC about 2/3 into the campaign and didn't last past that particular dungeon. Even the organizations they were ostensibly working for only spoke to them once the entire adventure. This is not good writing, this is not good engagement, if I was reading a novel about these events I would constantly be asking myself “Why do these adventurers even care?” and I'm sure some of my players asked themselves that at least once over the course of this game, which is not a good sign. Witchfire on the other hand, I will first say has the rather significant benefit of actually being a series of novels, though honestly the roles of the adventurers are written in such a way that I can't even grasp what must happen in the novels, unless they just include a set of characters who make up the adventuring party. I'll actually probably go more in-depth in another piece about the writing in Witchfire but for now I'll stick to my comparisons. By having the campaign take place almost entirely in one city, the party has time, and inclination to get acquainted and invested in it, they're going to be interacting with this place for a while, they're going to go to places and visit people multiple times, the person they spoke to in chapter 1 will still be there in chapter 10 and that makes it easier for them to care. The primary quest giver, Father Dumas, is a staple of the campaign and rather than being relegated to a simple exclamation point telling the party where to go to next, he becomes a person, with a complex relationship to the story, the antagonist, the other NPCs, the city itself and yes, the characters. Even minor NPCs are given life and depth and engender empathy from the players. When terrible events befall the city my players were wracked with concern, vowing revenge on those who did this and putting thought and heart into how they were going to help.
Writing a novel is hard work, so is coming up with interesting and compelling scenarios for games, writing a tabletop campaign is a delicate alchemy of these endeavors and can be tougher than both. I wanted to write this primarily to show how a well-written and structured adventure could be truly amazing for everyone involved, and how laziness, poor structuring choices and a lack of attention to detail can make what should be a ton of fun with your friends feel mediocre, or even like a slog. I've learned a lot from these experiences, and I hope some of it I've been able to impart to others. To anyone out there thinking of writing a campaign or just running something fun with their friends, I hope this has been a helpful look into some of the harder to see aspects of gaming. Happy role-playing everyone!
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