Damn. I was not going to post anything today, but this one's too good not to share. From 42 Rolls of Duck Tape:
"I've got this one player who keeps asking me to run this or that old module for him, and I keep saying that they exist as locations and he would have to get his pc to make the effort to discover and go to that place(which he finally did for [module B4] the lost city). Because I use my version of mystara that means that most of the basic line of modules are present in my world, I just don't run them as "adventurers" that I take the party on."I run a setting not an adventure. I don't separate between the two. The current actions of the PCs are the adventure, they don't go from one adventure to another, going through a cycle of Dungeons and plots and whatnot. The only real thing separating "adventures" is each individual session we get to play; it's all one continuous adventure. The adventure is the players(not the pcs, but the actual players) discovering my world and interacting with it. Without their direct interaction, there is no game. As much effort as I put into the campaign setting it is nothing without someone else playing in it and finding their own adventure."It's my job to present the setting, and most assuredly not to give the players an "adventure" to play through; the adventure is created by them."
Lance Duncan gets it.
Take all that in and you won't need another long-winded, digression-filled scrawl of text from me. I mean, I'll keep writing them (because I'm bat-shit crazy), but you won't need them.
Remember this old post? Yeah, I said making dungeons was the "hack" approach to playing D&D, and promised I'd write a follow-up explaining what you needed to do for an "advanced" campaign. And then I never came back to the subject. *sigh* Because I'm busy and I suck, all right?!
But now I don't even need to write that post, because Lance has spelled it all out for you:
The ADVENTURE is the PLAYERS DISCOVERING the WORLD and INTERACTING WITH IT. The campaign is ALL ONE CONTINUOUS ADVENTURE.
This is what "advanced" D&D play is. It doesn't matter that Lance uses Mystara and (probably) some version of Basic D&D as a rule set for his game...he's still playing D&D in an advanced fashion.
What do I mean by that? Look: the Basic sets (as has been well-documented elsewhere) were written and designed to INTRODUCE NEW PLAYERS to the foundational concepts of Dungeons & Dragons. Full stop...that's why Holmes wrote his book, that's why B/X was published, that's why BECMI was written.
And AS SUCH they provide a method of play and procedure that allow players to dip their feet into the whole D&D thing. Here's a dungeon. Here's a wilderness. Here's some cheap-o rules for domain play and immortality quests (Mentzer's C and M sets).
Fine. Dandy. Great, even...D&D is a complex game and introductory rules are strongly recommended for new players. B/X taught me how to play D&D, too.
But that's only the opening move of the game. The TRUE game is the ADVANCED game, readily and headily described in Gygax's Dungeon Master Guide. The DMG discusses (explicitly and at great length) how to create campaigns and how to run campaigns, as well as providing a plentitude of specific ideas of the content one can put into their campaigns...from diseases and hirelings to politics and economics to legendary artifacts and relics.
It also (as I've noted before) provides precious little guidelines on how to create/write a an "adventure."
[still, that last bit makes sense when one considers the campaign to have moved out of the dungeon and into the wider world of the campaign. Which (duh) also explains why world building is so important, right? Yep, I just keep end up harping on the same stuff...]
Anyhoo. Lance has got the concept down. Doesn't matter that he's using Mystara as a world setting/map. Doesn't matter what rule set he's using (not much, anyway...). What matters is the way he uses them.
All right...we'll cut this one short and sweet. Happy Thursday, folks.