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Kind of a odd 4e concept, gauging interest.

Thinking of running a game. But as a DM, i've always run exalted, which is.. very player driven, that is, if you try to put the players on rails they'll laugh and seismic slam your rails, so best you can do is just kind of roll with their ambitions. In DnD that doesn't work, as player ambitions tend to be "Grand Theft Brothel" But given the fact that 4e is combat heavy, and that I greatly enjoy 4e combat. I was thinking of doing something different: Infinite dungeon, floor after floor of monsters and traps, shops every 3-5 floors, sort of like an item world in Disgaea, Treat it like a weekly boardgame session If players want I can even work a sort of disgaea-esque (Dungeoncrawling is how you expand your kingdom!) or Legend of Grimrock-esque (The dungeon is the story!)  story into it  for roleplaying, but the point is hacking, slashing, getting lewt. Give everyone a chance to do a "play what you want how you want" game, give me a chance to play with some of the creatures in the MM's that would never occur in a normal game.. slash maybe generate rival parties of adventurers so I can try some concepts I've wanted to but will never find games for. Would anyone be interested in that
Argh every time someone brings up Disgaea I want to play it again. Still an interesting idea.
I'm interested. I like location-based adventuring. 4e is no more combat-oriented than any other version of D&D since combat represents a choice players make, not a whole way of playing itself. If you're talking about the rules being combat-oriented, that's a recognition that the outcomes of attacks are pretty much the only platform of mechanical resolution required in a game based on heroic fantasy adventuring. There's really no compelling need to make a Profession: Cook check, in other words, and thus no need for such a mechanic. You're good at cooking because you say so because the only things that require mechanical resolution are things that are not mundane in situations that are not mundane. Mundane things get narrated, not rolled for in 4e. D&D is also not better or worse for predetermined plots and storylines ("rails"). In fact, the original version of the game had nothing like that since it was all location and situation-based adventuring prior to 1982 when plots and storylines started to appear, starting with Ravenloft and Dragonlance . The purest form of the game, in my opinion, is the location-based "dungeon crawl." And if the DM is willing to drop the old tropes that come with traditional dungeon crawls (gotcha traps, mundane resource management, boring failure conditions, etc.), 4e is probably the best platform for a location-based game especially if that location is focused on a premise as you say (disgaea-esque or Legend of Grimrock). The heroes making their way through the dungeon, the challenges they face and overcome, and the bonds they make with each other really is the story. That seems to have been forgotten by a generation of DMs who try to write "the story" before the game ever begins. All D&D is player-driven if the DM will get over himself and get out of the damn way. So, those quibbles aside, I'd be interested in playing. I'd even contribute with sections of the dungeon myself if given the opportunity. I wouldn't be interested in pvp if that's what you mean by "rival parties," since no edition of D&D has handled pvp well.
I like it. I would definitely be in. 
I'd be interested.  What kind of day/time are you thinking?  That would be the biggest hurdle for me, where week nights (Sunday-Thursday) EST would be best (like 7-10 PM EST).  Let me know!
I'm flexible on hours,  I have one game atm,  Saturday afternoons,  I work thurs sun on graveyard shift (9pm–9am) but I work a desk job that puts me alone in the office,  and most of the time it's so dead I just sit there..  So i can run those days,  technically,  just will have to account for a hour or so shift if somethings going on. 
Iserith said: I'm interested. I like location-based adventuring. 4e is no more combat-oriented than any other version of D&D since combat represents a choice players make, not a whole way of playing itself. If you're talking about the rules being combat-oriented, that's a recognition that the outcomes of attacks are pretty much the only platform of mechanical resolution required in a game based on heroic fantasy adventuring. There's really no compelling need to make a Profession: Cook check, in other words, and thus no need for such a mechanic. You're good at cooking because you say so because the only things that require mechanical resolution are things that are not mundane in situations that are not mundane. Mundane things get narrated, not rolled for in 4e. D&D is also not better or worse for predetermined plots and storylines ("rails"). In fact, the original version of the game had nothing like that since it was all location and situation-based adventuring prior to 1982 when plots and storylines started to appear, starting with Ravenloft and Dragonlance . The purest form of the game, in my opinion, is the location-based "dungeon crawl." And if the DM is willing to drop the old tropes that come with traditional dungeon crawls (gotcha traps, mundane resource management, boring failure conditions, etc.), 4e is probably the best platform for a location-based game especially if that location is focused on a premise as you say (disgaea-esque or Legend of Grimrock). The heroes making their way through the dungeon, the challenges they face and overcome, and the bonds they make with each other really is the story. That seems to have been forgotten by a generation of DMs who try to write "the story" before the game ever begins. All D&D is player-driven if the DM will get over himself and get out of the damn way. So, those quibbles aside, I'd be interested in playing. I'd even contribute with sections of the dungeon myself if given the opportunity. I wouldn't be interested in pvp if that's what you mean by "rival parties," since no edition of D&D has handled pvp well. Well a number of things here: 1.) By combat-oriented, I mean the endurance of the combat, in other editions of DnD there is a level of "fatigue" that builds up, people lose hit points, clerics start running out ofh eal spells, wizards start running out of attack/control spells, it's harder to run serious combat for any extended period of time without CAMPFIRE SCENE, simply because the players resources will wear down. In 4e, encounter powers are encounter-based, they're back every fight, second wind is also encounter based, and you have non-extended rest milestones that give some resource regen, party endurance is  a much more real thing in 4e, thus the "combat-oriented", it can be played in this manner easier. 2.) My problem is less with rails, more with players. As I noted, I started with exalted, it's a system where starting off everyone is a level 20 character essentially, people who can build cities in a day, fight gods and men, topple armies by thesmelves. The players start off at such a level of power that any attempt at railing it gets laughed at, Puzzle door? Hah, the solar laughs and throws his soak ignoring-triple damage against inanimate object fists at it until it breaks, or uses larceny charms to walk through the door and unlock it from the inside. As such, the best dming style for exalted is adaptive, you give the players a location, you give them some hooks, but overall, since epic powers come with suitably epic motivations, you can just give the players a setting, set them lose with a few hooks and a general direction, and they'll find things to do, and you can just develop  the encounters and the plot around their actions, it wroks well, hell, it's one of the few methods of GMing that works in exalted. Every time i've tried that in dnd, it's been "TWO SESSIONS IN A BROTHEL BECAUSE THE PLAYERS AREN'T TAKING ANY HOOKS" or "go around intimidating shopkeeps because we don't want to actually earn gold", or five sessions of.. nothing getting done, less epic power, less epic motivation, in dnd the gm needs to shove the story along, but usually by the time I realize that we're getting nothing done, people are bored and leaving. Thus this concept, it's self motivated, the players have a goal, they have a carrot on the stick, rewards are there, interesting encounters await, etc, I've found myself an unfit GM to run a hard story drive campaign, but have all the confidence in the world I could run a fun location-based game, as it's self-motivating. 3.) By "Rival Parties" I purely mean "Rather than monsters from the MM, a party of adventurers, created, and played by me (Probably ill balancced, or just concepts I wanted to run.) In order to break up the monotone of monsters, and give some reoccurring NPC's to liven up the game a little. So It wouldn't be pvp any more than me running mosnters would be, really.
1. Thank you for clarifying. 2. "As such, the best dming style for exalted is adaptive, you give the players a location, you give them some hooks, but overall, since epic powers come with suitably epic motivations, you can just give the players a setting, set them lose with a few hooks and a general direction, and they'll find things to do, and you can just develop  the encounters and the plot around their actions, it wroks well, hell, it's one of the few methods of GMing that works in exalted." - That's pretty much the default setting for D&D. The issue of the burning brothel and intimidating shopkeeps is largely a DM fail (for setting up the adventure or source of adventures in a mundane town, among other issues), but it has a lot to do with the players as you say. What you're describing is what actors would call improvisational blocking. It's very common to most D&D tables. I've seen it in other games as well, but you're right, one of the very foundations of D&D is built on improvisational blocking, so it's particularly common with these players. "Thus this concept, it's self motivated, the players have a goal, they have a carrot on the stick, rewards are there, interesting encounters await, etc, I've found myself an unfit GM to run a hard story drive campaign, but have all the confidence in the world I could run a fun location-based game, as it's self-motivating." - I could run a hard story drive campaign and have, but I'm much more interested in what you're describing as it's what I'm doing now. So count me in both as a player and collaborator, if you'd like. In fact, I'll shoot you a PM and invite to for my next one-shot sometime this week. I think you'll find we're on the same page. I also know a big group of regular players who are used to this approach and would likely jump on your idea. 3. Thank you for clarifying. For some reason I had imagined you'd be running multiple groups through a single location and they'd be adversaries in some fashion.
Iserith said: 1. Thank you for clarifying. 2. "As such, the best dming style for exalted is adaptive, you give the players a location, you give them some hooks, but overall, since epic powers come with suitably epic motivations, you can just give the players a setting, set them lose with a few hooks and a general direction, and they'll find things to do, and you can just develop  the encounters and the plot around their actions, it wroks well, hell, it's one of the few methods of GMing that works in exalted." - That's pretty much the default setting for D&D. The issue of the burning brothel and intimidating shopkeeps is largely a DM fail (for setting up the adventure or source of adventures in a mundane town, among other issues), but it has a lot to do with the players as you say. What you're describing is what actors would call improvisational blocking. It's very common to most D&D tables. I've seen it in other games as well, but you're right, one of the very foundations of D&D is built on improvisational blocking, so it's particularly common with these players. "Thus this concept, it's self motivated, the players have a goal, they have a carrot on the stick, rewards are there, interesting encounters await, etc, I've found myself an unfit GM to run a hard story drive campaign, but have all the confidence in the world I could run a fun location-based game, as it's self-motivating." - I could run a hard story drive campaign and have, but I'm much more interested in what you're describing as it's what I'm doing now. So count me in both as a player and collaborator, if you'd like. In fact, I'll shoot you a PM and invite to for my next one-shot sometime this week. I think you'll find we're on the same page. I also know a big group of regular players who are used to this approach and would likely jump on your idea. 3. Thank you for clarifying. For some reason I had imagined you'd be running multiple groups through a single location and they'd be adversaries in some fashion. 1/3 You're welcome, and yea, I wouldn't pit parties against each other, again, old exalted player, I've had enough of people running pvp exalted to know that's a VERY bad idea. I just, honestly keep making 4e characters for games that die after two sessions, and would like to play some of the concepts, so I think it might be fun from time to time to  toss them at the party, just let me enjoy some of the concepts, and give the party a less.. textbook challenge -- though i'd balance them against the party, so it wouldn't be boring or overwhelming. 2.) Yea, it's a folly on my part there, part of exalted is players don't putz around in brothels, or intimidate shopkeeps, just the general power level makes players aim bigger, even mundane towns become grand adventures, my mindset for dnd doesn't realize players don't have that sort of epic drive starting out. That said, I have been thinking and I have come up with a passable concept that would allow this to be run story-driven, if people really want it -- World reclamation, Players are from the last bastion of humanity. The world is covered in mist, claimed by monsters from all the planes, the cities mages have found out how to purge the taint and drive back the mist in the area, The adventurers are the chosen few who have the skills to reclaim it -- Perhaps the mountains to the east have been overrun by fire elementals and are now raging volcanos and a fiery hell, clear them out and the towns blacksmiths can use the area to power their forges, the fields to the east have been claimed by tribes of gnolls. Reclaim them and the alchemists can harvest herbs there, the farmers can feed the city with the crops they can now plant. Essentially, instead of infinite dungeon, infinite battlefields, basically end every session going back to town, start every session after an extended rest the next day, all shopping and putzing around done -- I'll come up with 3-4 "fields" and let you guys choose wehre to go, and what areas you reclaim will effect what level of items are available in the shops Or we can just do it completely location based, crawl after crawl, no civilization in sight, shopkeeping done via merchants you meet between floors.
Definitely interested, PM me please!
I'd be up for this saturdays, would like to try playing a minotaur fighter but if someone else has already laid claims to that class i'll fill whatever gaps need pluggin.
Sounds like an interesting concept. I'm certainly interested in joining.
William J. said: Or we can just do it completely location based, crawl after crawl, no civilization in sight, shopkeeping done via merchants you meet between floors. This would be my preference though I think the DM can take liberties with what "dungeon" means if you catch my drift. Even a forest can be a dungeon with linked set piece encounters rather than "corridors and rooms." As well, if you leave some space for collaboration on the "why" of things, that can be figured out by the group during play. Any elements that arise out of that collaboration can build the world as we go, suggesting future adventures. Towns and cities would be a means to an end, the details of which can be established on an improvisational basis as needed to "explain" things. I find this ends up producing good stories on the adventure level and as play continues it weaves a tapestry with no additional effort required by anyone (as opposed to the traditional "world" created by the DM).
Interested in joining, depending on time
Would be interested in joining as a player. I have no experience in D&D but I am willing to learn. I have the first and second player handbooks for 4E and several characters.
Alright, headed home, so going to be gone for a few hours, Made a game page to move the discussion. Thread is up for time discussion and class/role discussion <a href="https://app.roll20.net/join/138889/e3yO4w" rel="nofollow">https://app.roll20.net/join/138889/e3yO4w</a>
So we can play Grand Theft Brothel?&nbsp; I'm all for that.
Hello there William, just want to leave you a message here to let you know that I am super super interested in this. Anyway I can get in on this?
I'd be interested in joining
Sounds interesting. If you still need players, I would like to try.