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<blockquote data-quote="Neonchameleon" data-source="post: 6782598" data-attributes="member: 87792"><p>And, dealing with [MENTION=48965]Imaro[/MENTION]'s complaint, there are two times it's really not a good technique.</p><p></p><p>The first is oD&D style skill/challenge based play as in Tomb of Horrors or White Plume Mountain. Acecerak plotted everything out meticulously - and having the challenges solved through declarations would weaken the game. Puzzles and traps based games are utterly destroyed by the players changing the puzzles.</p><p></p><p>The second is exploration-based play as in Caverns of Thracia or even Feast of Goblyns or other "You've just wound up in Ravenloft you poor suckers" games. Part of the point about Caverns of Thracia is that there is a rich, intricate setting, and the PCs are explorers in a strange land with the multiple layers of backstory adding to the strangeness. If the game is about explorers or archaeologists or as fish out of water exploring strange new worlds and boldly going where no one has gone before then making the PCs more in tune with their environment is precisely what you <em>don't</em> want to do.</p><p></p><p>And it isn't a coincidence that oD&D has the DM/Player split being as harsh as it is. It works well for oD&D to do what oD&D was normally trying to do. Challenge and exploration with the PCs being taken far away from their home setting most of the time.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6782598, member: 87792"] And, dealing with [MENTION=48965]Imaro[/MENTION]'s complaint, there are two times it's really not a good technique. The first is oD&D style skill/challenge based play as in Tomb of Horrors or White Plume Mountain. Acecerak plotted everything out meticulously - and having the challenges solved through declarations would weaken the game. Puzzles and traps based games are utterly destroyed by the players changing the puzzles. The second is exploration-based play as in Caverns of Thracia or even Feast of Goblyns or other "You've just wound up in Ravenloft you poor suckers" games. Part of the point about Caverns of Thracia is that there is a rich, intricate setting, and the PCs are explorers in a strange land with the multiple layers of backstory adding to the strangeness. If the game is about explorers or archaeologists or as fish out of water exploring strange new worlds and boldly going where no one has gone before then making the PCs more in tune with their environment is precisely what you [I]don't[/I] want to do. And it isn't a coincidence that oD&D has the DM/Player split being as harsh as it is. It works well for oD&D to do what oD&D was normally trying to do. Challenge and exploration with the PCs being taken far away from their home setting most of the time. [/QUOTE]
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