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<blockquote data-quote="pemerton" data-source="post: 6808924" data-attributes="member: 42582"><p>AD&D has no magic for learning local customs, nor any skill system for that either.</p><p></p><p>The divination magic in AD&D is overwhelming short-range (ie for dungeon use) and aimed at geographical exploration (Secret Door Detection, Clairvoynace etc), or finding treasure (Locate Object, Treasure Finding, etc) or detecting hostile beings (Enemy Detection, ESP, etc). This reflects the game's origin in dungeon exploration and looting.</p><p></p><p>In my post I talked about instances where players have the resources to learn the relevant backstory. But the example I gave is one where this is not the case. It's an example involving dumb/blind luck.</p><p></p><p>The last sentence is not in dispute. That's why, in my BW game, when nothing turned on which way the PCs were drifting on the ocean we didn't both worrying about which way they were drifting.</p><p></p><p>But I prefer a game in which choices matter <em>and the players know that and why they matter</em>. Choosing blind - sticking your hand into the GM's bag and seeing what colour ball you pull out - doesn't give the choice very much meaning, in my view.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6808924, member: 42582"] AD&D has no magic for learning local customs, nor any skill system for that either. The divination magic in AD&D is overwhelming short-range (ie for dungeon use) and aimed at geographical exploration (Secret Door Detection, Clairvoynace etc), or finding treasure (Locate Object, Treasure Finding, etc) or detecting hostile beings (Enemy Detection, ESP, etc). This reflects the game's origin in dungeon exploration and looting. In my post I talked about instances where players have the resources to learn the relevant backstory. But the example I gave is one where this is not the case. It's an example involving dumb/blind luck. The last sentence is not in dispute. That's why, in my BW game, when nothing turned on which way the PCs were drifting on the ocean we didn't both worrying about which way they were drifting. But I prefer a game in which choices matter [I]and the players know that and why they matter[/I]. Choosing blind - sticking your hand into the GM's bag and seeing what colour ball you pull out - doesn't give the choice very much meaning, in my view. [/QUOTE]
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