I believe interactivity refers to game elements that can be manipulated or interacted with by the PCs in open-ended ways, or that have non-obvious solutions that require experimentation. Like a pile of treasure at the bottom of a pool of acid, or a river that must be crossed with no bridge, and a dubious boat tied up on the other side, or monsters that might possibly be negotiated with. The non-interactive end of the spectrum would be "monsters attack on sight and fight to the death."So what is interactivity? As opposed to what?
And then what is design? From @squeen 's post it sounds like just designing something cool and making it playable? Yes?
Thanks for helping me understand this stuff.
I would say:Good one Avi. I did also find this:
Which in summary is:
- Ease of Use at the Table
- Evocative Writing
- Interactivity
- Design
But it's not what I remember. I wonder if the book chapter (rough draft) was taken down.
I think you are over-stating what evocative is...perhaps based on some past bad experience with a story-teller DM? It's not that.I understand his emphasis on evocative prose - even if I mildly disagree. In the link @Avi gave, it looks like what Lynch wants is to set up the ref to set up the players to "have some kind of feeling." I care little for this. I want the ref and the players to have fun playing a game solving puzzles and reaching goals. Watch a movie or read a book to "have a feeling." Just MHO.
Beoric nailed that. Basically an inert environment w/ combat.So what is interactivity? As opposed to what?
Perhaps it's easiest to understand design by the lack of it. It's a fun-house dungeon, random monster placement. A red dragon in a 20x20 room right down the hall from 100 orcs usually equals poor Design.And then what is design? From @squeen 's post it sounds like just designing something cool and making it playable? Yes?
There are. There are also modules that are generally accepted to be pretty good, but which suffer so badly from the design features that Bryce criticizes that I just can't read them. A lot of the 2e-era stuff falls into this category for me, including well-liked modules in the "B" series (after B4) and things like that Sahuagin series by Cordell that @PrinceofNothing likes.There must be some truly bad modules published out there to have to say outloud some of this stuff.
They are a bit on the chubby side but that's okay after a couple of drinks.There are. There are also modules that are generally accepted to be pretty good, but which suffer so badly from the design features that Bryce criticizes that I just can't read them. A lot of the 2e-era stuff falls into this category for me, including well-liked modules in the "B" series (after B4) and things like that Sahuagin series by Cordell that @PrinceofNothing likes.
For me, the archetypal examples of this are the RPGA tournament modules. Not that they're terrible in their original context, but they have a number of faults like the "two pages of boxed text to start the adventure off" that are forgivable in that context but obnoxious outside of it, and no modern player will be using them in anything much resembling that original context.There are. There are also modules that are generally accepted to be pretty good, but which suffer so badly from the design features that Bryce criticizes that I just can't read them. A lot of the 2e-era stuff falls into this category for me, including well-liked modules in the "B" series (after B4) and things like that Sahuagin series by Cordell that @PrinceofNothing likes.
That tracks. I note Rahasia was both an RPGA module and a B-series module (B7).For me, the archetypal examples of this are the RPGA tournament modules. Not that they're terrible in their original context, but they have a number of faults like the "two pages of boxed text to start the adventure off" that are forgivable in that context but obnoxious outside of it, and no modern player will be using them in anything much resembling that original context.
Lack of free time and, honestly, having run out of things to say.Aw. I miss everyone as well.
Well.....we could talk about paladins again....Lack of free time and, honestly, having run out of things to say.
But it's true, things are much quieter post-pandemic. A lot of folks have gone to Discord, which I think is more of a voice-based chat room and involves less typing.
I got me thinking back to the chat-room of the early 1980s --- pre-internet --- on 300 baud modems. The technology has changed, but not much else.
I think I just borked the HDD I kept most my D&D stuff on this morning. Sucks.
Nooooooooo!I think I just borked the HDD I kept most my D&D stuff on this morning. Sucks.
This will never get old!Well.....we could talk about paladins again....
Well.....we could talk about paladins again....