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D&D Dungeon Master’s Guide (2024)
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<blockquote data-quote="pemerton" data-source="post: 9465949" data-attributes="member: 42582"><p>Dungeon-crawling has a clear pair of rules for scene-framing: an encounter is triggered when (i) the PCs open a door, or (ii) the wandering monster dice trigger one.</p><p></p><p>Because players can search, scry etc they can learn what is behind doors, and hence control (within the limits of their good play and a bit of luck) which doors they open. And because players can control how much time they spend in the dungeon, they can control (again within the limits of skill and luck) how many wandering monster checks they chance.</p><p></p><p>In other words, scene-framing is not just <em>GM decides</em>, There is a structure that regulates it, and the players have a fair bit of control over that structure.</p><p></p><p>Turning to action resolution: the key actions that get declared, in dungeon exploration, are <em>moving around the corridors</em>, <em>dealing with the doors</em> (searching for them, listening at them, opening them), <em>dealing with traps and the like</em> (searching for them, avoiding them, saving against them), <em>fighting monsters</em> (either to get their loot, if they're in rooms; or because they can't be avoided, if they're wandering monsters), and <em>negotiation with monsters</em> (if the players don't want their PCs to fight them). AD&D has rules to resolve these actions: rules for tracking movement on maps via movement rates, seemingly endless rules for doors, rules for traps and saving throws, rules for combat, and the reaction table for resolving negotiations.</p><p></p><p>Outside of these things, AD&D doesn't have many action resolution rules. It has some hexcrawl rules, but they are not as developed as the dungeon rules (eg the DMG expressly handwaves fatigue and exhaustion). It has some simple wargame rules for aerial, naval and siege combat. (But oddly enough no rules for army vs army combat - maybe those are meant to use Chainmail or Swords & Spells?)</p><p></p><p>So once play and adventures move outside of the dungeon context, the rules both for scene-framing and for action resolution become <em>GM decides</em>.</p><p></p><p>The "you" there refers to the GM, as best I can tell (EDIT - and as [USER=82106]@AbdulAlhazred[/USER] notes). It's an example of <em>GM decides</em>.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9465949, member: 42582"] Dungeon-crawling has a clear pair of rules for scene-framing: an encounter is triggered when (i) the PCs open a door, or (ii) the wandering monster dice trigger one. Because players can search, scry etc they can learn what is behind doors, and hence control (within the limits of their good play and a bit of luck) which doors they open. And because players can control how much time they spend in the dungeon, they can control (again within the limits of skill and luck) how many wandering monster checks they chance. In other words, scene-framing is not just [I]GM decides[/I], There is a structure that regulates it, and the players have a fair bit of control over that structure. Turning to action resolution: the key actions that get declared, in dungeon exploration, are [I]moving around the corridors[/I], [I]dealing with the doors[/I] (searching for them, listening at them, opening them), [I]dealing with traps and the like[/I] (searching for them, avoiding them, saving against them), [I]fighting monsters[/I] (either to get their loot, if they're in rooms; or because they can't be avoided, if they're wandering monsters), and [I]negotiation with monsters[/I] (if the players don't want their PCs to fight them). AD&D has rules to resolve these actions: rules for tracking movement on maps via movement rates, seemingly endless rules for doors, rules for traps and saving throws, rules for combat, and the reaction table for resolving negotiations. Outside of these things, AD&D doesn't have many action resolution rules. It has some hexcrawl rules, but they are not as developed as the dungeon rules (eg the DMG expressly handwaves fatigue and exhaustion). It has some simple wargame rules for aerial, naval and siege combat. (But oddly enough no rules for army vs army combat - maybe those are meant to use Chainmail or Swords & Spells?) So once play and adventures move outside of the dungeon context, the rules both for scene-framing and for action resolution become [I]GM decides[/I]. The "you" there refers to the GM, as best I can tell (EDIT - and as [USER=82106]@AbdulAlhazred[/USER] notes). It's an example of [I]GM decides[/I]. [/QUOTE]
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