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General Tabletop Discussion
*Dungeons & Dragons
2/4/2013 L&L:A Change in Format
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<blockquote data-quote="Iosue" data-source="post: 6083470" data-attributes="member: 6680772"><p>I think this is definitely part of it. Also, the Caller acts as a kind of assistant player-side DM, allowing characters to disparate things without overloading the DM with the actions of 4 or 5 individuals as well as handling the dungeon, monsters, and what not. So while exploring a room or hallway, all the players can feed the Caller what they are doing, who can then present that to the DM is an orderly fashion. No one's standing around; if they aren't searching the room, they may be guarding the doors, and so on.</p><p></p><p>If you've only got 2 or 3 players, then you may not need a Caller unless you want that "Commit button".</p><p></p><p></p><p>Not just the mapper, but the Caller, too! Moldvay suggests the Caller be at the front of the party so he can see what the DM is describing. Given standard marching order (fighters and clerics in front and guarding the rear, thieves and magic-users protected in the middle), this was another reason to play a fighter.</p><p></p><p></p><p>My style of wilderness mapping when DMing B/X was to give the players a copy of the map. Of course the characters would have a map when traveling, so the players did to. Even if they were in an uncharted area, their field of view is much greater than in a dungeon. If they were following a road, they never got lost, and I would just roll Wandering Monsters. If they struck out away from the road, I had them follow their map, but would make rolls to see if they got lost. Then I would keep track of where they really were on my map, while they kept track of where they thought they were on their map.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6083470, member: 6680772"] I think this is definitely part of it. Also, the Caller acts as a kind of assistant player-side DM, allowing characters to disparate things without overloading the DM with the actions of 4 or 5 individuals as well as handling the dungeon, monsters, and what not. So while exploring a room or hallway, all the players can feed the Caller what they are doing, who can then present that to the DM is an orderly fashion. No one's standing around; if they aren't searching the room, they may be guarding the doors, and so on. If you've only got 2 or 3 players, then you may not need a Caller unless you want that "Commit button". Not just the mapper, but the Caller, too! Moldvay suggests the Caller be at the front of the party so he can see what the DM is describing. Given standard marching order (fighters and clerics in front and guarding the rear, thieves and magic-users protected in the middle), this was another reason to play a fighter. My style of wilderness mapping when DMing B/X was to give the players a copy of the map. Of course the characters would have a map when traveling, so the players did to. Even if they were in an uncharted area, their field of view is much greater than in a dungeon. If they were following a road, they never got lost, and I would just roll Wandering Monsters. If they struck out away from the road, I had them follow their map, but would make rolls to see if they got lost. Then I would keep track of where they really were on my map, while they kept track of where they thought they were on their map. [/QUOTE]
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