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<blockquote data-quote="kenada" data-source="post: 8245538" data-attributes="member: 70468"><p>Something not mentioned that old-games also do is not assume that the creatures in the dungeon are there for PCs to fight. When the PCs encounter them, you make a reaction roll to determine how it reacts. In B/X for example, creatures only attack immediately when you roll a 2 on 2d6. When creatures aren’t automatically hostile, PCs can interact with them and negotiate with them. If you put multiple factions in the dungeon, PCs can scheme with them or manipulate them against each other. It adds another dimension to play beyond just having a bunch of creatures standing around in rooms (or hallways or wherever) waiting for the PCs to kick in the door and kill them for their treasure.</p><p></p><p>You can take this a step further with tools like <a href="https://thealexandrian.net/wordpress/38547/roleplaying-games/the-art-of-the-key-part-4-adversary-rosters" target="_blank">adversary rosters</a>, which decouple creature listings from the key. If the party gets into a loud fight, you can look at your roster, see who is nearby, and have them respond to the commotion. You can see an example of this in the adventures Necrotic Gnome publishes for Old-School Essentials, which labels the creatures on the map. As the PCs navigate through the dungeon, you can see where creatures are in relation to them and have them respond as appropriate depending on what the PCs do. That doesn’t even have to mean combat if you’re using reaction rolls. The kobolds in the room over might just be curious, and now the PCs have an opportunity to make new friends.</p></blockquote><p></p>
[QUOTE="kenada, post: 8245538, member: 70468"] Something not mentioned that old-games also do is not assume that the creatures in the dungeon are there for PCs to fight. When the PCs encounter them, you make a reaction roll to determine how it reacts. In B/X for example, creatures only attack immediately when you roll a 2 on 2d6. When creatures aren’t automatically hostile, PCs can interact with them and negotiate with them. If you put multiple factions in the dungeon, PCs can scheme with them or manipulate them against each other. It adds another dimension to play beyond just having a bunch of creatures standing around in rooms (or hallways or wherever) waiting for the PCs to kick in the door and kill them for their treasure. You can take this a step further with tools like [URL='https://thealexandrian.net/wordpress/38547/roleplaying-games/the-art-of-the-key-part-4-adversary-rosters']adversary rosters[/URL], which decouple creature listings from the key. If the party gets into a loud fight, you can look at your roster, see who is nearby, and have them respond to the commotion. You can see an example of this in the adventures Necrotic Gnome publishes for Old-School Essentials, which labels the creatures on the map. As the PCs navigate through the dungeon, you can see where creatures are in relation to them and have them respond as appropriate depending on what the PCs do. That doesn’t even have to mean combat if you’re using reaction rolls. The kobolds in the room over might just be curious, and now the PCs have an opportunity to make new friends. [/QUOTE]
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