Mannahnin
Scion of Murgen (He/Him)
DM does all the rolling. Players just say what they want to do.
I've seen this on TV shoes (eg Community). Is this really a way some people play? Or is it just done for television for some reason (easier to edit and flow the dialogue?).
I did hear of one group doing this from a friend of mine, but I didn't believe him at the time.
I've never heard of any group running this way. I have seen games where the players are supposed to roll everything, the first edition of Icons worked this way, and it can work but it does take an attitude adjustment for the GM. At least it did for me.
My very first game of D&D was run this way.
I believe that may have been how it was originally played in Lake Geneva. It's a very old school approach.
There are some 1970s eragamescampaigns where the DM explicitly never told the PCs the rules and may not even have let them have character sheets.
It's also the kind of play you might see in an environment where dice are relatively scarce - like early days of the hobby.
I also have a vague memory of Arneson's Blackmoor campaign running like a black box at some point as well.
Yes, the original D&D rules state directly that the DM rolls up all characters, and the wording is nonspecific about who rolls otherwise. From what I can see every single reference in the three original booklets is either to the Referee rolling or uses a passive voice which doesn't specify.
As Bill mentioned, this may have been in part with the expectation that players would not own any of the specialized polyhedral dice.
Multiple sources have talked about how at times Dave Arneson did run in a "black box" style at times, not telling the players the rules and at times operating with the DM himself hidden behind a file cabinet or other LOS-blocking obstruction so as to operate as a faceless impersonal adjudicator of the rules/world.
The Elusive Shift talks quite a bit about the philosophical debate in the 1970s gaming community and reviews which suggested that these kind of games work better if the players don't know the mechanics, and lose their magic when people learn the rules and start interacting with them like games instead of just envisioning being in the scene and describing their actions. And the 1979 DMG shares some of this concept, talking about keeping the combat and other rules in it secret from the players, and opining at least partially tongue in cheek that non-DM players caught reading it should be punished.







