Room for All Adventure
I ran a game of Lone Wolf last night and I fear that I might run investigation games too much to jump start my pace to that more appropriate to rollicking adventure.
Last week playing AD&D it seemed we had pace and progress – move to the next room, defuse the trap, beat the monster, grab the treasure, move on.
Last night I found it worked more along the lines of — move to the next location, discover stuff, pick up hints and clues, maybe have a tussle with a predator or territorial beast, move on. The core element seemed to be working out stuff rather than smacking monsters with swords.
I think I might need to moderate my output somewhere between the two…
I realise that different games encourage different approaches — as do the players and GM involved. In truth, Lone Wolf makes an effort, in the guidance text, to highlight the foolhardy and forceful will likely meet a brutal and untimely end. The Kai Initiate should know when words and deeds have more value than the edge of a blade or the thump of a quarterstaff.
While AD&D and the ilk offer experience for battering monsters and gathering treasure, advancement in Lone Wolf comes from surviving the adventure! Many may find that they survive precisely because they have chosen to stay clear of direct physical (or magical) conflict.
Perhaps I’m all too sensitive about my GM forays and should leave it to player response to tell me when I’m going wrong. Then again, you’d think I’d know better by now and just concentrate on running the game I want to run the best I can…
P.S. Dear Cubicle 7 — I need more Lone Wolf stuff soon. The GM Screen and Heroes of Magnamund book would be a neat place to start. Pronto!
AD&D adventure design Cubicle 7 dungeon crawl investigation Lone Wolf