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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7583707" data-attributes="member: 42582"><p>Here's some stuff about "The Advemture" and "Successful Adventuring" (those are the headings used) from Gygax's PHB (pp 101, 109):</p><p></p><p style="margin-left: 20px">When you go on an <em>adventure</em>, you, and in all probability one or more other characters, will go to explore some <em>underground</em> labyrinth or area of land <em>outdoors[i/]. Your Dungeon Master will have carefully prepared a map of the place you and your party are to enter, a map showing all outstanding features of the place, with numbers and/or letters to key <em>encounter/special interest areas<em>. Your DM will give you certain information prior to the odventure - you might have to ask questions of the local populace, or you might have heard rumors or know of legends - so your party can properly equip itself for the expedition, hire men-at-arms, and obtain mounts or whatever in order to have the best possible chance for success in <em>dungeon</em> or <em>wilderness</em> setting. Of course, going about a <em>city</em> or <em>town</em> might in itself be interesting, informative, and dangerous, so a third sort of adventure can occur at any time, the.<em>city or town adventure<em>. These three major types of adventures have elements in common and differences; so each will be described separately. . . .</em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em></em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em>Adventures into the underworld mazes are the most popular. The party equips itself and then sets off to enter and explore the dungeons of some castle, temple or whatever. Light sources, poles for probing, rope, spikes, and like equipment are the main tools for such activity. And, since none of the party will know the dungeon’s twists and turns, one or more of the adventurers will have to keep a record, a map, of where the party has been. . . . As your party is exploring and mapping, movement will be slow, and it is wise to have both front and rear guards. In the dungeon will be chambers and rooms - some inhabited, some empty; there will be traps to catch those unaware, tricks to fool the unwise, monsters lurking to devour the unwary. The rewards, however, are great - gold, gems, and magic items. Obtaining these will make you better able to prepare for further expeditions, more adept in your chosen profession, more powerful in all respects. . . . </em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em></em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em>Adventuring into unknown lands or howling wilderness is extremely perilous at best . . .Travel will be at a slow rate in unknown areas, for your party will be exploring, looking for foes to overcome, and searching for new finds of lost temples, dungeons, and the like. . . .</em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em></em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em>Cities, towns, and sometimes even large villages provide the setting for highly interesting, informative, and often hazardous affairs and incidents. Even becoming an active character in a campaign typically requires interaction with the populace of the habitation, locating quarters, buying supplies and equipment, seeking information. These same activities in a completely strange town require forethought and skill. Care must be taken in a11 one says and does. Questions about rank, profession, god and alignment are perilous, and use of an alignment tongue is socially repulsive in most places. There are usually beggars, bandits, and drunks to be dealt with; greedy and grasping merchants and informants to do business with; inquiring officials or suspicious guards to be answered. The taverns house many potential helpful or useful characters, but they also contain clever and dangerous adversaries. . . .</em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em></em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em><em>Preparation</em> for one of these adventures is highly important, and one can lead directly into another sort altogether. . . .</em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em></em></em></em></em></em></p> <p style="margin-left: 20px"><em><em><em><em><em>So much for the underworld adventure. Most of what was said regarding successful expeditions there also applies to outdoor and city adventures as well. Preparation and mutual aid are keys to these sorts of adventures also. It is not usually possible to return to home base in the wilderness, but a place of refuge can be found and used in order to rebuild a party's strength. The party should avoid confrontations with monsters which are obviously superior and always seek to engage monsters at an advantage. City adventures are the toughest of all, for they are more difficult to plan and prepare for. Yet with care, and a careful adherence to co-operative principles, they can be successfully handled with the guidelines stated above. Setting out with an objective in mind, having sufficient force to gain it, ond not drawing undue attention to the party in the course of accomplishing the goal should serve to bring such adventures to successful conclusion.</em></em></em></em></em></p><p><em><em><em><em><em></em></em></em></em></em></p><p><em><em><em><em><em></em></em></em></em></em></p><p><em><em><em><em><em>There is a clear "man with no name"-type assumption here, namely, that the PCs are essentially strangers who have no prior knowledge of the places in which they find themselves. This in turn fits with an assumption that play will involve mostly one-way transmission of setting information from GM to players.</em></em></em></em></em></p><p><em><em><em><em><em></em></em></em></em></em></p><p><em><em><em><em><em>And consistent with what was just said, the whole assumption in this text is pawn stance: choices about cooperation, preparation, etc are all based on the game playing priorities of the real people at the table. There is not an iota of suggestion of actor stance. Nor of author stance. The focus of play is on finding the dungeons so they can be looted so that PCs can gain in power. Character in the sense that underpins actor stance doesn't come into it.</em></em></em></em></em></p></blockquote><p></p>
[QUOTE="pemerton, post: 7583707, member: 42582"] Here's some stuff about "The Advemture" and "Successful Adventuring" (those are the headings used) from Gygax's PHB (pp 101, 109): [indent]When you go on an [i]adventure[/i], you, and in all probability one or more other characters, will go to explore some [i]underground[/i] labyrinth or area of land [i]outdoors[i/]. Your Dungeon Master will have carefully prepared a map of the place you and your party are to enter, a map showing all outstanding features of the place, with numbers and/or letters to key [i]encounter/special interest areas[i]. Your DM will give you certain information prior to the odventure - you might have to ask questions of the local populace, or you might have heard rumors or know of legends - so your party can properly equip itself for the expedition, hire men-at-arms, and obtain mounts or whatever in order to have the best possible chance for success in [i]dungeon[/i] or [i]wilderness[/i] setting. Of course, going about a [i]city[/i] or [i]town[/i] might in itself be interesting, informative, and dangerous, so a third sort of adventure can occur at any time, the.[i]city or town adventure[i]. These three major types of adventures have elements in common and differences; so each will be described separately. . . . Adventures into the underworld mazes are the most popular. The party equips itself and then sets off to enter and explore the dungeons of some castle, temple or whatever. Light sources, poles for probing, rope, spikes, and like equipment are the main tools for such activity. And, since none of the party will know the dungeon’s twists and turns, one or more of the adventurers will have to keep a record, a map, of where the party has been. . . . As your party is exploring and mapping, movement will be slow, and it is wise to have both front and rear guards. In the dungeon will be chambers and rooms - some inhabited, some empty; there will be traps to catch those unaware, tricks to fool the unwise, monsters lurking to devour the unwary. The rewards, however, are great - gold, gems, and magic items. Obtaining these will make you better able to prepare for further expeditions, more adept in your chosen profession, more powerful in all respects. . . . Adventuring into unknown lands or howling wilderness is extremely perilous at best . . .Travel will be at a slow rate in unknown areas, for your party will be exploring, looking for foes to overcome, and searching for new finds of lost temples, dungeons, and the like. . . . Cities, towns, and sometimes even large villages provide the setting for highly interesting, informative, and often hazardous affairs and incidents. Even becoming an active character in a campaign typically requires interaction with the populace of the habitation, locating quarters, buying supplies and equipment, seeking information. These same activities in a completely strange town require forethought and skill. Care must be taken in a11 one says and does. Questions about rank, profession, god and alignment are perilous, and use of an alignment tongue is socially repulsive in most places. There are usually beggars, bandits, and drunks to be dealt with; greedy and grasping merchants and informants to do business with; inquiring officials or suspicious guards to be answered. The taverns house many potential helpful or useful characters, but they also contain clever and dangerous adversaries. . . . [i]Preparation[/i] for one of these adventures is highly important, and one can lead directly into another sort altogether. . . . So much for the underworld adventure. Most of what was said regarding successful expeditions there also applies to outdoor and city adventures as well. Preparation and mutual aid are keys to these sorts of adventures also. It is not usually possible to return to home base in the wilderness, but a place of refuge can be found and used in order to rebuild a party's strength. The party should avoid confrontations with monsters which are obviously superior and always seek to engage monsters at an advantage. City adventures are the toughest of all, for they are more difficult to plan and prepare for. Yet with care, and a careful adherence to co-operative principles, they can be successfully handled with the guidelines stated above. Setting out with an objective in mind, having sufficient force to gain it, ond not drawing undue attention to the party in the course of accomplishing the goal should serve to bring such adventures to successful conclusion.[/i][/i][/i][/i][/i][/indent][i][i][i][i][i] There is a clear "man with no name"-type assumption here, namely, that the PCs are essentially strangers who have no prior knowledge of the places in which they find themselves. This in turn fits with an assumption that play will involve mostly one-way transmission of setting information from GM to players. And consistent with what was just said, the whole assumption in this text is pawn stance: choices about cooperation, preparation, etc are all based on the game playing priorities of the real people at the table. There is not an iota of suggestion of actor stance. Nor of author stance. The focus of play is on finding the dungeons so they can be looted so that PCs can gain in power. Character in the sense that underpins actor stance doesn't come into it.[/i][/i][/i][/i][/i] [/QUOTE]
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