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GM fiat - an illustration
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<blockquote data-quote="pemerton" data-source="post: 9623047" data-attributes="member: 42582"><p>I think this post - whether deliberately or by good fortune - interacts with [USER=6696971]@Manbearcat[/USER]'s post that I quoted just upthread, about the constraints the make for robust exploration-oriented gamist play.</p><p></p><p>You correctly state that Cluedo (as it is known in my country) is just a logic puzzle.</p><p></p><p>And if Moldvay Basic had no components to play <em>other than</em> the players declaring their PCs' interactions with and movements within the architecture, then the game of <em>getting the players' map to match the GM's map</em> would require nothing but (i) patience, and (ii) a moderate skill at Pictionary-esque parlour games.</p><p></p><p>Now, introduce treasure + gold-for-XP, and there is a new goal to go with the mapping goal. But if that's all there is, then again all that is required is time/patience, and parlour-game skill. If you <em>do</em> end up searching everywhere, and looking behind every tapestry to find every hidden clue, then you <em>will</em> get all the treasure (assuming that the dungeon is self-contained, and assuming that the GM allows re-rolls to find secret doors after the passage of a certain amount of time/play).</p><p></p><p>But Moldvay Basic introduces other elements of the game besides the mapping and the hidden treasure: there are passive threats (traps), active threats (monsters), the wandering monster clock, and the hit point "clock". (The game includes rations and waterskins on its equipment list, but - to its detriment - <em>doesn't</em> have a food/water clock.) There is a bit of randomness here, and more importantly (in my view) enough complexity that the game is not easily solvable, at least until the players start taking genre-breaking steps like you "search-and-sniff" (? have I got it right?) and dungeon-crew procedures (of blasting everything with burning oil, then proceeding very slowly, protected by mantlets and the like, etc) at which point we're back to play being a patience-demanding parlour game</p><p></p><p>The conclusion I draw from the preceding analysis is that what makes for satisfying game play in classic D&D is the interplay of hidden information with other aspects, and especially the two clocks. The parlour game aspect on its own can be fun, especially if the fictional situation is a very complicated one (like the various trick rooms in White Plume Mountain) - but I think something like Tomb of Horrors (which has basically no clocks) shows the limits of the parlour-game approach.</p><p></p><p>I also conclude that, once/if players adopt the sorts of approaches-to-a-solve that your group did, we need to find a different approach to RPGing if it is going to be fun.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9623047, member: 42582"] I think this post - whether deliberately or by good fortune - interacts with [USER=6696971]@Manbearcat[/USER]'s post that I quoted just upthread, about the constraints the make for robust exploration-oriented gamist play. You correctly state that Cluedo (as it is known in my country) is just a logic puzzle. And if Moldvay Basic had no components to play [I]other than[/I] the players declaring their PCs' interactions with and movements within the architecture, then the game of [I]getting the players' map to match the GM's map[/I] would require nothing but (i) patience, and (ii) a moderate skill at Pictionary-esque parlour games. Now, introduce treasure + gold-for-XP, and there is a new goal to go with the mapping goal. But if that's all there is, then again all that is required is time/patience, and parlour-game skill. If you [I]do[/I] end up searching everywhere, and looking behind every tapestry to find every hidden clue, then you [I]will[/I] get all the treasure (assuming that the dungeon is self-contained, and assuming that the GM allows re-rolls to find secret doors after the passage of a certain amount of time/play). But Moldvay Basic introduces other elements of the game besides the mapping and the hidden treasure: there are passive threats (traps), active threats (monsters), the wandering monster clock, and the hit point "clock". (The game includes rations and waterskins on its equipment list, but - to its detriment - [I]doesn't[/I] have a food/water clock.) There is a bit of randomness here, and more importantly (in my view) enough complexity that the game is not easily solvable, at least until the players start taking genre-breaking steps like you "search-and-sniff" (? have I got it right?) and dungeon-crew procedures (of blasting everything with burning oil, then proceeding very slowly, protected by mantlets and the like, etc) at which point we're back to play being a patience-demanding parlour game The conclusion I draw from the preceding analysis is that what makes for satisfying game play in classic D&D is the interplay of hidden information with other aspects, and especially the two clocks. The parlour game aspect on its own can be fun, especially if the fictional situation is a very complicated one (like the various trick rooms in White Plume Mountain) - but I think something like Tomb of Horrors (which has basically no clocks) shows the limits of the parlour-game approach. I also conclude that, once/if players adopt the sorts of approaches-to-a-solve that your group did, we need to find a different approach to RPGing if it is going to be fun. [/QUOTE]
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