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Community
General Tabletop Discussion
*Dungeons & Dragons
A Quick Primer to Old School Gaming
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<blockquote data-quote="dd.stevenson" data-source="post: 6327509" data-attributes="member: 6683099"><p>I don't like getting involved with old school primer threads because I strongly believe that there is no right or wrong way to play the game, long as everyone's having fun. And it's hard to find kindred spirits in such threads.</p><p></p><p>That said. If you are interested in replacing search/perception/spot with player skill, you'll want to probably observe a few things:</p><p></p><p>1) An informal action economy. Each player gets to search one thing or do one thing, and the DM rolls for an encounter, or pops a preset encounter depending on how the players narrated their search.</p><p></p><p>2) Gentleman's agreement about what may or may not be searchable. Usually, only specific objects named by the DM can be searched, meaning that unless the DM specifically calls out individual cobblestones, players don't need to worry about checking them.</p><p></p><p>3) A player skill-friendly dungeon will likely have lots of telegraphs about traps and hidden items that the players are expected to find. (Lightning marks on the walls, etc.)</p><p></p><p>4) The key about old school play is that you really have to keep things moving. If players want to stop and search every cobblestone, you're better off either imposing some cost, or just falling back on search(int).</p><p></p><p>Just remember that anyone who claims one style of play is unequivocally better than the other is pulling your leg. Both exploration styles have their own strengths and weaknesses, and IME the best games are able to switch between them as the situation warrants. </p><p></p><p>(If you're interested, you might also want to check my sig for the dungeon world exploration houserules.)</p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="dd.stevenson, post: 6327509, member: 6683099"] I don't like getting involved with old school primer threads because I strongly believe that there is no right or wrong way to play the game, long as everyone's having fun. And it's hard to find kindred spirits in such threads. That said. If you are interested in replacing search/perception/spot with player skill, you'll want to probably observe a few things: 1) An informal action economy. Each player gets to search one thing or do one thing, and the DM rolls for an encounter, or pops a preset encounter depending on how the players narrated their search. 2) Gentleman's agreement about what may or may not be searchable. Usually, only specific objects named by the DM can be searched, meaning that unless the DM specifically calls out individual cobblestones, players don't need to worry about checking them. 3) A player skill-friendly dungeon will likely have lots of telegraphs about traps and hidden items that the players are expected to find. (Lightning marks on the walls, etc.) 4) The key about old school play is that you really have to keep things moving. If players want to stop and search every cobblestone, you're better off either imposing some cost, or just falling back on search(int). Just remember that anyone who claims one style of play is unequivocally better than the other is pulling your leg. Both exploration styles have their own strengths and weaknesses, and IME the best games are able to switch between them as the situation warrants. (If you're interested, you might also want to check my sig for the dungeon world exploration houserules.) Happy gaming! [/QUOTE]
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