Anderas wrote:I like the Game master variant more, mainly because there can be a narrative in the dungeon setup that ties nicely with the narrative of the quest note and the overall campaign story.
A random dungeon is just that: random. Random means you remove any information and replace it with noise. There is no narrative and no thought-through setup. It's just... a row of rooms. For me that's boring. I need a story.
That said, sometimes, with a certain player type, it becomes a screaming match 4 against one about some rule details. With this type of player certainly cooperative is better.
Now if there would be a way to make it storyline driven and cooperative at the same time, I would like that most.
I do prefer the GM run games, for similar reasons. However, if I want to play I have to play the GM less variant and I have to say that Silver Tower solves many of these issues well.
In the end certain elements just don't work when you don't have a game master. Traps for example are not placed at all such that a search would have meaning, where in the former they would be placed with purpose. And when a choice comes up, it reads like a choose your own adventure. If something is important but not necessary, there is no way you can miss it in the same way the GM run version can.
Example 1:
GM version: "You are in a wide musty cavern. It is littered with mushrooms."
GM less version: "Musty Cavern: You are in a wide musty cavern. It is littered with mushrooms. If the players pick some, give this card to the player who explored the room."
Example 2:
GM version: "The door is locked and cannot be opened."
GM less version: "Locked Door: A wizard hero may use "Telekineses" to tear it from it's hinges or "Gas Form" to go underneath and unlock it. If he does read passage 08."
Has resigned from the forum and would delete his account if he could.