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5e Play, 1e Play, and the Immersive Experience
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<blockquote data-quote="Lanefan" data-source="post: 7538532" data-attributes="member: 29398"><p>In some instances it can, I suppose; but in many others it just ends up diverting a player's thoughts from in-character to metagame considerations.</p><p></p><p>In terms of in-the-rectory classroom training, yes. But in the field when meeting an undead for the first time that shambles and has fleshy bits hanging off of it, how does she know whether it's a zombie or a wight or some other thing she's never heard of?</p><p></p><p>And this tangentially brings up another point: in these situations the DM really has to just visually describe the creature and stop there.</p><p></p><p>Me being one, if for no other reason than the loudmouths don't give the quieter players a chance to think for themselves. That, and in situations where the PCs can't see or interact with each other (e.g. someone's gone ahead scouting and the party doesn't have long-range communication) the players' lack of interaction should reflect that. (for my part, in situations like this I'll take the scout's player to another room, or do it all by note, to enforce this)</p><p></p><p>Where that's one change I've never liked; it moves far too much of the math into my view as a player, and breaks the illusion.</p><p></p><p>In the too-short period before I started DMing and was only a player, part of the fun and mystery was that I'd roll the dice and the DM would then - after doing whatever arcane things he had to do behind that screen - tell me what I'd done. Where possible I'd like to preserve this idea rather than destroy it.</p><p></p><p>Yeah, THAC0 and all that - which I've never used, and still don't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That didn't last long, given that within a few years came the whole Greyhawk series of modules - for better or worse...</p><p></p><p>Yes. It's worse than saying you like to play Gnome Paladins, by many degrees.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7538532, member: 29398"] In some instances it can, I suppose; but in many others it just ends up diverting a player's thoughts from in-character to metagame considerations. In terms of in-the-rectory classroom training, yes. But in the field when meeting an undead for the first time that shambles and has fleshy bits hanging off of it, how does she know whether it's a zombie or a wight or some other thing she's never heard of? And this tangentially brings up another point: in these situations the DM really has to just visually describe the creature and stop there. Me being one, if for no other reason than the loudmouths don't give the quieter players a chance to think for themselves. That, and in situations where the PCs can't see or interact with each other (e.g. someone's gone ahead scouting and the party doesn't have long-range communication) the players' lack of interaction should reflect that. (for my part, in situations like this I'll take the scout's player to another room, or do it all by note, to enforce this) Where that's one change I've never liked; it moves far too much of the math into my view as a player, and breaks the illusion. In the too-short period before I started DMing and was only a player, part of the fun and mystery was that I'd roll the dice and the DM would then - after doing whatever arcane things he had to do behind that screen - tell me what I'd done. Where possible I'd like to preserve this idea rather than destroy it. Yeah, THAC0 and all that - which I've never used, and still don't. :) That didn't last long, given that within a few years came the whole Greyhawk series of modules - for better or worse... Yes. It's worse than saying you like to play Gnome Paladins, by many degrees. [/QUOTE]
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