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<blockquote data-quote="Shiroiken" data-source="post: 6311675" data-attributes="member: 6775477"><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Yes, what is today derided as "gotcha" tricks were the norm for most of D&D until about 3E or so. It was part of the mindset that you the player had to figure out how to get around the problems, not just the character. A high Int or Wis might get you a hint, but that was pretty much it. During this era, exploration was the primary pillar of D&D, not combat or role-playing.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Most campaigns were based around a single dungeon, which the players spent many, many sessions exploring. The titles seemed like a carry over from Chainmail to quickly determine the power of the character/unit.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">I played this way for almost a decade, until I met a different group in college that was more... chaotic in nature. Remember, the primary pillar was exploration, and the easiest way to speed this up was for the party to elect a caller. This role nowadays might be referred to as "party leader" or "captain." A player could always disagree with the caller, especially about having their character take an action, but it didn't happen too often.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">The assumption was that the world was not built for the PCs, but the PCs for the world. My own concern was for the inconsistency of this philosophy regarding dungeons (which had monsters only appear on appropriate levels). <span style="font-size: 12px"><span style="font-size: 10px">It was also, IME, a reason to keep the players from wanting to push beyond the original dungeon, because it was much harder to prepare for.</span></span></span></span></p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6311675, member: 6775477"] [SIZE=3][SIZE=2] Yes, what is today derided as "gotcha" tricks were the norm for most of D&D until about 3E or so. It was part of the mindset that you the player had to figure out how to get around the problems, not just the character. A high Int or Wis might get you a hint, but that was pretty much it. During this era, exploration was the primary pillar of D&D, not combat or role-playing. Most campaigns were based around a single dungeon, which the players spent many, many sessions exploring. The titles seemed like a carry over from Chainmail to quickly determine the power of the character/unit. I played this way for almost a decade, until I met a different group in college that was more... chaotic in nature. Remember, the primary pillar was exploration, and the easiest way to speed this up was for the party to elect a caller. This role nowadays might be referred to as "party leader" or "captain." A player could always disagree with the caller, especially about having their character take an action, but it didn't happen too often. The assumption was that the world was not built for the PCs, but the PCs for the world. My own concern was for the inconsistency of this philosophy regarding dungeons (which had monsters only appear on appropriate levels). [SIZE=3][SIZE=2]It was also, IME, a reason to keep the players from wanting to push beyond the original dungeon, because it was much harder to prepare for.[/SIZE][/SIZE][/SIZE][/SIZE] [/QUOTE]
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