Anything I ever ran was from a module too. I forgot to mention that before. :) > Ah yes, never shall I live down the "Giant Robot" plot. But, I must defend > myself by saying that it truly wasn't my idea. It was a module that I ran. > A poorly written module with a giant robot set in a fantasy world...but a > module none-the-less!! :) > > -----Original Message----- > From: Johnathan Detrick [mailto:jdetrick@xxxxxxxxxxx] > Sent: Friday, September 06, 2002 9:58 AM > To: Riders II > Subject: [dungeoncrawl] Re: Campaign thoughts > > > Very nicely, well thought out e- mail Damon. I think you nailed a > lot of things pretty squarely. I still stand by my theory of the two > top priorities of the DM though. Of course, you can break DMs down even > further. To compare, I see it as the classes in the game. There are > four basic classes: fighter, thief, mage and cleric. No matter how > many prestige classes, sub-classes, epic classes and the like that they > create, all classes can be broken down into one of the four main > classes. Sure, some have parts of more than one class, but they all > fall within one of the big four. I think DMs are the same way. > However, I break the four of us down a little differently. > Bobby is the "martial arts" DM. > Jim is the "make my characters miserable" DM. > Damon is the "giant robot" DM. > I am the "plots so complicated we'll never finish them" DM. > Sorry, couldn't resist. :) > > > > > Hi guys! Sorry it's taken me so long to jump in here. I finally > finished > reading the books that you guys have been writing back and forth. :) > > In my opinion, I would normally prefer to have the more intricate > details > that Jim tends to put in. I like the fleshed out backstory and the > vivid > accounts of things. However, I understand that with our current amount > of > time to play D&D, we just don't have the time for it. > > As John said, there are two BASIC types of DM's, but I can look at the > four > DM's that I've experienced and see four different styles. > > On one end of the spectrum you have Bobby. Bobby is a very, very > descriptive DM who mentally builds a world around your character(s). > I'd > say that Bobby is more focused on the history and little details that > make a > world rich. Everything is important and described. The plots are good, > but > "generally" less complex and detailed than some other DM's. Combat is > described in detail. The main focus is on the ambiance of the world and > of > the characters. This is a slower paced campaign, because it takes more > time > to describe things and to work with all of the details, but it also > gives > the characters the most opportunity to flesh themselves out and you > always > feel like you accomplish something. The emphasis here is on the world > and > the characters role in that world. > > Jim is next on the spectrum, still incorporating a lot of description > and > history in his worlds, but not focusing as much on the smaller details > about > the characters. His things are more plot driven, although sometimes > those > plots are driven by characters, the main focus is the story. How the > world > interacts with that story is another important part of it. The plots > are > often very, very complex and the world is vividly described. I think > this > gives the characters less of an opportunity to focus on their > personality > and sense of self, but it provides more of an opportunity for the > character > to interact with the world and see what changes occur. The emphasis is > on > the story mostly, but also on the world in general. > > I think I'm next on the spectrum. I tend to have much simpler plots > than > any other DM. Mine are usually straight forward and my focus is > generally > on setting. Not so much the NPC's to interact with, but the environment > > that the characters are in. I try to give the characters things to > interact > with that are personal to them and I like to make the characters feel as > > though they are part of something important. This has its downfalls, as > it > can get overdone. I don't have nearly as much description as Jim or > Bobby, > but I do think that I focus more on characters than Jim does. I don't > provide the ambiance, but give the characters a chance to shine. The > emphasis is mostly on the characters. > > John is the opposite end of the spectrum from Bobby. John focuses more > on > plot. He isn't concerned so much with description, although he does > throw > it in when it is warranted. He tends to be more into developing a > complex > plot or plots that interweave with each other. He is great at "teaching > > lessons" with his plots and they often have the characters questioning > or > strengthening their resolve on different issues. I don't think his > focus is > so much on making the characters look good as it is seeing how they > interact > with NPC's and the plot in general. The emphasis here is mainly on the > plot, but also John develops his villains more than anyone, I think. > You > really end up wanting to see the villains fail. > > Now, these are all just my opinions, but you can see how different the > styles are. I definitely don't think that any one style is better than > another, although there are some that I prefer. However, as you can > see, > some of the styles just aren't "compatible" with the time frames that we > > play in. If we could play 3 times a week for a couple of hours each > time, > things would be different, but since we can't, I think we have to make > sacrifices. Unfortunately, some of those sacrifices are what makes the > game > so fun for some of us. > > But, even with the time constraints, the fun of the game is still > there. I > have no doubt that we could easily play out this Riders thing for a > couple > of years. > > Heck, all of you would be forty by the time we'd finish...I'd still be > in my > 30's, but we won't talk about that. :) > > Seriously though, we could take one campaign and make that the focus of > the > next several years without a problem, I'm sure. But, I just think that > we > would be depriving ourselves of getting to experience so many other > campaigns, characters and ideas. In essence, we are sacrificing a bit > of > quality to experience more quantity. But I think that we can make that > quantity a heck of a lot of fun to play! > > I'll answer my expectations for the Riders in another email because this > is > getting to be a book!! > > > > > > > >