The thread title is taken from Moldvay Basic (p B60). I think Moldvay gives some good advice. Here is one of my favourite bits:
What I like about this is that it recognises the priority of playing the game over the GM's pre-authored backstory. So more important than the question "Where does the underground river really flow?" is the question "Is there something in the established backstory that can be drawn upon or manipulated to help the play of the game?"
That's not to say that it's perfect. Moldvay seems to suggest that the chance of success should be based on the ingame likelihoods - whereas I prefer an approach that uses saving throws or checks against externally-established DCs. These will make miraculous escapes more common in the game than they would be in real life, but that suits what I want out of the game. Gygax explains this in his discussion of saving throws (DMG pp 80-81):
Gygax doesn't set the percentage chance of a saving throw based on the "objective" ingame likelihood of a crevice, or of the chains breaking. The chance is set by the saving throw table.
Still, I think what Moldvay says is excellent advice and I think my GMing could have been better if I'd taken it to heart, and applied it, more seriously earlier on in my GMing career.
There are some bits of Moldvay's advice, though, that I once used to follow but now don't. You can see in the passage I already quoted that he frames the situation from the ingame point of view ("your character can estimate that he has a 98% chance of dying, no saving throw, if he jumps") although it gets a bit clunky when the PC apparently can see that he won't get a saving throw - an infelicitous running together of the ingame and the metagame.
Moldvay says a couple of things directly on the point of metagame knowledge (pp B60-61):
I often tell my players how many hit points a monster has left. If an attack leaves it with 1 hp, or low single digit hp, then I like to taunt them. And as well as taunting value, information about hp remaining can also increase the pressure that the players feel. (In 4e you see this when the players succeed in a couple of big attacks, and express the concern that the monster still is not bloodied!)
I think using metagame knowledge more generally can make for a fun game, for similar sorts of reasons: it helps generate emotionally engaging play. For instance, the scene where the new PC meets the NPC who killed the player's former PC will probably be more emotionally charged if the player takes that shared table experience into account in playing his/her new PC in the encounter.
Who else has thoughts on Moldvay, or Gygax, or other GM advice we've been offered over the years?
"That's not in the rules!" The players will often surprise the DM by doing the unexpected. . .
One quick way for a DM to decide whether a solution will work is by imagining the situation, and then choosing percentage chances for different possibilities. For example, suppose the DM is running a combat that is taking place on a ledge next to an unexplored chasm. One player suddenly decides that his character has no chance to survive combat. The player announces "My character want to jump into the chasm to excape!" There may be a chance that he will fall to a nearby ledge or land in a pool of water at the bottom of the chasm. The DM thinks about the dungeon for a minute, and remembers that an underground river flows through some of the lower dungeon levels, so there might be a pool below. Even so, the character will fall 60', and a normal fall will do 1d6 hp of damage per 10' fallen. This character has only 7 hp, and seems likely to die even if the water cushions his landing and reduces the damage. However, there should always be a chance to do something nearly impossible. A player should have, at the very least, a saving throw or a state percentage chance of a miraculous occurrence saving the character. The DM answers: "Looking down into the chasm, your character can estimate that he has a 98% chance of dying, no saving throw, if he jumps. If you decide that your character jumps, roll percentage dice. A result of 99 or 00 will mean that your character lives, but any other result will mean that he will die in the attempt. Do you still want to jump?"
One quick way for a DM to decide whether a solution will work is by imagining the situation, and then choosing percentage chances for different possibilities. For example, suppose the DM is running a combat that is taking place on a ledge next to an unexplored chasm. One player suddenly decides that his character has no chance to survive combat. The player announces "My character want to jump into the chasm to excape!" There may be a chance that he will fall to a nearby ledge or land in a pool of water at the bottom of the chasm. The DM thinks about the dungeon for a minute, and remembers that an underground river flows through some of the lower dungeon levels, so there might be a pool below. Even so, the character will fall 60', and a normal fall will do 1d6 hp of damage per 10' fallen. This character has only 7 hp, and seems likely to die even if the water cushions his landing and reduces the damage. However, there should always be a chance to do something nearly impossible. A player should have, at the very least, a saving throw or a state percentage chance of a miraculous occurrence saving the character. The DM answers: "Looking down into the chasm, your character can estimate that he has a 98% chance of dying, no saving throw, if he jumps. If you decide that your character jumps, roll percentage dice. A result of 99 or 00 will mean that your character lives, but any other result will mean that he will die in the attempt. Do you still want to jump?"
What I like about this is that it recognises the priority of playing the game over the GM's pre-authored backstory. So more important than the question "Where does the underground river really flow?" is the question "Is there something in the established backstory that can be drawn upon or manipulated to help the play of the game?"
That's not to say that it's perfect. Moldvay seems to suggest that the chance of success should be based on the ingame likelihoods - whereas I prefer an approach that uses saving throws or checks against externally-established DCs. These will make miraculous escapes more common in the game than they would be in real life, but that suits what I want out of the game. Gygax explains this in his discussion of saving throws (DMG pp 80-81):
Could a man chained to a rock . . . save himself from the blast of a red dragon's breath? Why not? . . . Imagine that the figure, at the last moment of course, manages to drop beneath the licking flames, or finds a crevice in which to shield his or her body, or succeeds in finding a way to be free of the fetters. Why not?
Gygax doesn't set the percentage chance of a saving throw based on the "objective" ingame likelihood of a crevice, or of the chains breaking. The chance is set by the saving throw table.
Still, I think what Moldvay says is excellent advice and I think my GMing could have been better if I'd taken it to heart, and applied it, more seriously earlier on in my GMing career.
There are some bits of Moldvay's advice, though, that I once used to follow but now don't. You can see in the passage I already quoted that he frames the situation from the ingame point of view ("your character can estimate that he has a 98% chance of dying, no saving throw, if he jumps") although it gets a bit clunky when the PC apparently can see that he won't get a saving throw - an infelicitous running together of the ingame and the metagame.
Moldvay says a couple of things directly on the point of metagame knowledge (pp B60-61):
"Your character doesn't know that." A player should not allow his or her character to act on information that character has no way of knowing (for example, attacking an NPC because the NPC killed a previous character run by the player, even though the NPC and current character have never met). If te playrs get careless about this the DM should remind them. The DM may, in addition, forbid certain actions to the characters involved. . .
MONSTER HIT POINTS: The DM should never reveal the hit points of the monsters. It is enough to tell the players how a monster reacts after a successful attack.
MONSTER HIT POINTS: The DM should never reveal the hit points of the monsters. It is enough to tell the players how a monster reacts after a successful attack.
I often tell my players how many hit points a monster has left. If an attack leaves it with 1 hp, or low single digit hp, then I like to taunt them. And as well as taunting value, information about hp remaining can also increase the pressure that the players feel. (In 4e you see this when the players succeed in a couple of big attacks, and express the concern that the monster still is not bloodied!)
I think using metagame knowledge more generally can make for a fun game, for similar sorts of reasons: it helps generate emotionally engaging play. For instance, the scene where the new PC meets the NPC who killed the player's former PC will probably be more emotionally charged if the player takes that shared table experience into account in playing his/her new PC in the encounter.
Who else has thoughts on Moldvay, or Gygax, or other GM advice we've been offered over the years?