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  1. howandwhy99

    Serfdom in Greyhawk

    Thanks a ton. This is awesome stuff!
  2. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    Randomized generation of a map is not improvisation. It is generation. It is repeating the pattern that is the game so players can game it. You should remember this terminology as you were around early on. All those DMs saying, "I'm not making it up!" DMs are never to make choices after the code...
  3. howandwhy99

    How meta is too meta?

    Actually, Metagaming as defined in early D&D is part of player cheating. The new definition is different. As early D&D has nothing to do with expressing a personality or telling a story, that definition doesn't apply. In D&D, a DM is parceling out information rewards to players as they play the...
  4. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    Agreed. Best to stay on topic.
  5. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    It is a game. Players are here to game a game, aka manipulate a pattern to achieve a goal. Whether a game designed by a game designer or found in the world. This is what Game means. Trying to disprove your negative means demonstrating its absence. I have nothing to quote as your claims are...
  6. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    You're in the wrong forum. This is "Older D&D Editions, D&D Variants, and OSR Gaming" It's a forum about playing and running actual games. Not group storytelling.
  7. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    quote? This is a game forum. You might have better luck at a forum for storytelling.
  8. howandwhy99

    Serfdom in Greyhawk

    Is it possible for you to post the other social classes as well?
  9. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    You're just completely wrong. There is no such thing as a story. And D&D doesn't say any such thing.
  10. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    What's in the book are not the rules of D&D, they are suggestions for a secret code the DM is expressing behind a screen. This is default D&D. It's why the game is designed as it is. And it is widely known the most common thing a DM does over and over again and must do well is math. Games are...
  11. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    Then we'll not get into it. You and I both know all the rules in D&D were designed to be a game not a story. And that means no improvising at all by a DM. Everything players attempt are run through the game and relayed back to them. Anything confusing the players try is questioned until they...
  12. howandwhy99

    Weather in Campaigns

    I feel it's important to understand what "weather" is referring to on the game map. In general I think folks mean: air temperature, air currents, water vapor clouds, precipitation, and (maybe) pollen, and tides. There's bound to be more, but that helps us understand what weather is and what...
  13. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    A DM under no circumstance is allowed to improvise. They are not playing the game, they are running it. It is the players who choose where to go and what to do by telling the DM how to move their pieces around the hidden game board. And just as in any game anywhere a player cannot "ruin the...
  14. howandwhy99

    How Do You Get Your Players To Stay On An Adventure Path?

    If you are plotting a game for the players to follow certain courses of action, you are removing their ability to play the situation as a game. Don't ever write a plot for the players. Treat the game as players playing a maze and the "rules" as rules for the referee in generating that maze.
  15. howandwhy99

    How many people do you know who haven't switched to 5e, and why haven't they?

    Early D&D was a Grand Strategy-style wargame, except designed as a cooperative game. Like all the computer RPG copies you try and "beat" the game, or really, get as much XP and treasure as you can generally. This is done by gaming the game world. D&D was a game designed like any other game, but...
  16. howandwhy99

    Map Symbols for Overland Maps? (non-hexagon)

    What Non-Hexagon symbols exist for overland maps in wargames and for early D&D? For example, dot = town or village circle = city square = fortress etc. Checking AD&D Land Adventures I find these different types of overland terrain: Plain Scrub Forest Desert Hills Mountains Marsh I can color...
  17. howandwhy99

    RPG Evolution: Is the OSR Dead?

    Actual D&D is at the heart and soul of what it means to play and design a game. Players decipher a pattern to achieve objectives within it. Game designers craft or copy from reality a pattern for others to play. Until DMs wake up and realize they aren't refereeing a game without a patterned...
  18. howandwhy99

    AD&D 1E Ye Olde Ranger of Editions Past (1E-4E)

    Diaglo's remembering the Illusionist from #4. Rangers are in TSR #2. Rangers are a Fighting-Man subclass (so they roleplay the combat system). They are Lawful and lose their subclass abilities, if their alignment shifts. They learn Clerical and Magical spellcasting alternating from 8th level...
  19. howandwhy99

    The Caller and the Mapper

    Caller is very much an older practice than D&D. It goes back to wargaming. Mapper isn't something in wargaming, but then wargaming didn't hide the game board/table behind a screen for the referee to reveal based upon different actions in the game by the players. Tracking that information is...
  20. howandwhy99

    Need Magic Item

    Money. And nearby access to a variety of equipment, crafters, services, and (especially) reliable henchmen to go with them.
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