Storminator
First Post
@S'mon The unfortunate thing of it all is that it didn't even accomplish (presumably) what it was looking to accomplish. That sort of relentless play doesn't allow players to initiate causal logic and make informed, optimal strategic and tactical decisions because, as you pointed out, much of the adversarialism doesn't even make sense. It just engenders player paranoia and them trying to figure out the deranged nuance of their resident GM's gameworld, anticipate it and pre-empt it.
I don't know about that. We played Hobgoblintown (as I will now refer to it forever) when I was a teen. There's a definite remorseless logic to it, and it's pretty easy to figure out. The NPCs are out to get you. The monsters are out to get you. The traps are out to get you. The treasure might be out to get you. The DM is definitely out to get you.
Fearing death and danger around every corner isn't paranoia, it's expected. You weren't going to listen at that keyhole without checking it for monsters first, were you? And you certainly weren't going in that room without listening at the keyhole! Detailed equipment lists, carefully crafted spell lists, expendable henchmen, extensive rote "room Gygaxing" routines - those were causal, informed, optimal strategic play.
Of course, you end up role playing roving nomadic bands of sociopath murderers, but it's coherent. And Perkins is right - saving the world isn't a strong hook.
PS