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Gygaxian Sandbox Campaign - Good Advice?
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<blockquote data-quote="Jack7" data-source="post: 5770183" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">Some good advice so far. My take and my experience below.</span></p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">We did all that stuff way back when. Still do.</span></p><p> </p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">We didn't do that much, not by the obvious ways anyways. We played it more subtly, but then again most players tried their bets to play well, and so it almost never happened and if it did it was in such a way as to make the player question, "was this punishment, or coincidence?" And personally I think that's a better incentive, because it makes the player think about their own behavior in context (did I do something that put the party in danger, or was this just happenstance), rather than just try and have them "fight or protest the unfairness of the punishment." A lot of AD&D was far more group and unit and team conscious than later editions which to me became to me more and more progressively "individual superman conscious." Team work should really be an art in AD&D because powers and abilities are so limited it encourages the team to operate collectively and coherently and responsibly, fostering group cooperation and morale. Instead of saying "I am the invincible Iron-Man!" the AD&D team should say, "We are the Fellowship." I prefer that outlook in group play to the "every man or woman should power up to be a bad-ass mo-fo." But part of group cooperation and cohesion means you're also very responsible for your own behavior and not only the advantages you bring to the group, but what you might cost them by irresponsible and foolish behavior. Personally I'd stress Team Cohesion and Cooperation, and real Reliance upon each other.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I got nothing against the Superman in a super-hero game. I though don't think fantasy games should spawn Superheroes, they should spawn Heroes who overcome opposite not through super-powers but through a whole host of lesser abilities, and by operating cunningly and shrewdly in cooperation with one another. Including in cooperation with other characters. Later editions became more super-heroey, but AD&D was more a "working heroes, everyman kinda game."</span></p><p> </p><p> <span style="font-family: 'Verdana'">To me fantasy is not about Superheroes becoming the cosmic legends of the universe (never really thought I'd ever use that line, but there ya go, it fits), it's about ordinary men and women becoming Heroes and truly heroic. And that's a very different kind of thing. A Superhero can afford a certain hubris. Heroes cannot.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">Personally, as a DM I was never big on +5 this or that either. I thought there were much better ways to make items valuable magically so eventually I dropped all magic number bonuses in favor of other capabilities. </span></p><p> </p><p> <span style="font-family: 'Verdana'">We also campaigned more than sandboxed, but when we did I designed items with histories that would be of specific value to certain characters (like a Thief) and then placed them in dungeons for the players to run across. </span></p><p> </p><p> <span style="font-family: 'Verdana'">I would also create items that could be of much use to more than one character. For instance a pen that would allow a Thief (but not another class) to forge anyone's signature, and to double his chances of reading magical writing by tracing over the text in a scroll. But it would also allow a Magic-user to write spells in the air, or to rewrite them in their traveling spellbooks once they were exhausted.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Also I would not tell the players what magical items did: they would either have to figure it out by trial and error, research the item, or use spells or pay Sages to analyze items. </span></p><p> </p><p> <span style="font-family: 'Verdana'">That, combined with making the players undergo actual training under masters (paying expenses, paying for training between level advancement, that kind of thing, and giving away magical items that might be of use to one or more classes, led to some really excellent post-adventuring debates and fun between the players.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Master-teacher relationships often led to great networking opportunities as well. As did relationships with Sages and NPCs the players actually needed to conduct their business. </span></p><p> </p><p> <span style="font-family: 'Verdana'">Training, treasure allocation, dividing loot, it was all tremendously important to the players and great fun for me to watch. I still do this kinda thing, but AD&D is particularly good at it if you do these things right.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Also it makes treasure much easier to carry and leads to much more interesting post-game exchanges if the party finds a small bag of rubies and sapphires, and tiaras and tapestries, than if you just give away coins. Use jewelry, gemstones, rare books, documents, maps, clothing, sacks of golddust and other valuable items, useful minerals, furniture, personal items, magic component items, fine weaponry, and a whole host of other things as hoard valuables. An occasional casket of rare coins (maybe from a long dead Empire) makes for much more valuable coins than just normal exchange coins. My players once found a small casket of 100 silver alloy coins minted in the final years of the destroyed centuries ago Kingdom of Pesh. Each single coin of that stash was worth 500 normal gold coins. It wasn't much to carry yet they netted, after exchanges and haggling and taxes, an almost 44,000 gold piece return on those long vanished 100 silver coins. </span></p><p> </p><p> <span style="font-family: 'Verdana'">That kinda thing makes for great player interactions and market haggling. In addition I gave away rare items that the players never wished to part with or sell but rather kept in their own strongholds or treasure hoards for personal reasons or to influence the local populations.</span></p><p></p><p> </p><p> <span style="font-family: 'Verdana'">Personally I think that the Training and level advancement systems, treasure allocations (done right), social advancement: titles, nobility, and unusual magical items (though they all could also be improved upon) were big advantages of the AD&D system, and were mostly superior to later editions.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Also I let my PCs build keeps, strongholds and eventually castles, establish libraries, accumulate riches, gain influence, etc. That's a very good, even great part of the AD&D experience.</span></p><p> </p><p> <span style="font-family: 'Verdana'">To me though the weapon and fight and armor systems are very clunky and unrealistic. But since it is a game you can modify anything you wish as long as the players accept it.</span></p><p> </p><p> <span style="font-family: 'Verdana'">We also multi-classed a lot. I changed that over time to offer more options than the regular classes or even multi-classes, but it was fun for some of my players to dual or multi-class. Depending on party size I sometimes encouraged it.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">Don't know if that helped ya any or not, but it's what I/we did. Also I'd go back and re-read the Dungeon Masters Guide. It had a lot of great advice on how to build a functioning fantasy world.</span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5770183, member: 54707"] [FONT=Verdana]Some good advice so far. My take and my experience below.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]We did all that stuff way back when. Still do.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]We didn't do that much, not by the obvious ways anyways. We played it more subtly, but then again most players tried their bets to play well, and so it almost never happened and if it did it was in such a way as to make the player question, "was this punishment, or coincidence?" And personally I think that's a better incentive, because it makes the player think about their own behavior in context (did I do something that put the party in danger, or was this just happenstance), rather than just try and have them "fight or protest the unfairness of the punishment." A lot of AD&D was far more group and unit and team conscious than later editions which to me became to me more and more progressively "individual superman conscious." Team work should really be an art in AD&D because powers and abilities are so limited it encourages the team to operate collectively and coherently and responsibly, fostering group cooperation and morale. Instead of saying "I am the invincible Iron-Man!" the AD&D team should say, "We are the Fellowship." I prefer that outlook in group play to the "every man or woman should power up to be a bad-ass mo-fo." But part of group cooperation and cohesion means you're also very responsible for your own behavior and not only the advantages you bring to the group, but what you might cost them by irresponsible and foolish behavior. Personally I'd stress Team Cohesion and Cooperation, and real Reliance upon each other.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]I got nothing against the Superman in a super-hero game. I though don't think fantasy games should spawn Superheroes, they should spawn Heroes who overcome opposite not through super-powers but through a whole host of lesser abilities, and by operating cunningly and shrewdly in cooperation with one another. Including in cooperation with other characters. Later editions became more super-heroey, but AD&D was more a "working heroes, everyman kinda game."[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]To me fantasy is not about Superheroes becoming the cosmic legends of the universe (never really thought I'd ever use that line, but there ya go, it fits), it's about ordinary men and women becoming Heroes and truly heroic. And that's a very different kind of thing. A Superhero can afford a certain hubris. Heroes cannot. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Personally, as a DM I was never big on +5 this or that either. I thought there were much better ways to make items valuable magically so eventually I dropped all magic number bonuses in favor of other capabilities. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]We also campaigned more than sandboxed, but when we did I designed items with histories that would be of specific value to certain characters (like a Thief) and then placed them in dungeons for the players to run across. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]I would also create items that could be of much use to more than one character. For instance a pen that would allow a Thief (but not another class) to forge anyone's signature, and to double his chances of reading magical writing by tracing over the text in a scroll. But it would also allow a Magic-user to write spells in the air, or to rewrite them in their traveling spellbooks once they were exhausted.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Also I would not tell the players what magical items did: they would either have to figure it out by trial and error, research the item, or use spells or pay Sages to analyze items. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]That, combined with making the players undergo actual training under masters (paying expenses, paying for training between level advancement, that kind of thing, and giving away magical items that might be of use to one or more classes, led to some really excellent post-adventuring debates and fun between the players.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Master-teacher relationships often led to great networking opportunities as well. As did relationships with Sages and NPCs the players actually needed to conduct their business. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Training, treasure allocation, dividing loot, it was all tremendously important to the players and great fun for me to watch. I still do this kinda thing, but AD&D is particularly good at it if you do these things right.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Also it makes treasure much easier to carry and leads to much more interesting post-game exchanges if the party finds a small bag of rubies and sapphires, and tiaras and tapestries, than if you just give away coins. Use jewelry, gemstones, rare books, documents, maps, clothing, sacks of golddust and other valuable items, useful minerals, furniture, personal items, magic component items, fine weaponry, and a whole host of other things as hoard valuables. An occasional casket of rare coins (maybe from a long dead Empire) makes for much more valuable coins than just normal exchange coins. My players once found a small casket of 100 silver alloy coins minted in the final years of the destroyed centuries ago Kingdom of Pesh. Each single coin of that stash was worth 500 normal gold coins. It wasn't much to carry yet they netted, after exchanges and haggling and taxes, an almost 44,000 gold piece return on those long vanished 100 silver coins. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]That kinda thing makes for great player interactions and market haggling. In addition I gave away rare items that the players never wished to part with or sell but rather kept in their own strongholds or treasure hoards for personal reasons or to influence the local populations.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Personally I think that the Training and level advancement systems, treasure allocations (done right), social advancement: titles, nobility, and unusual magical items (though they all could also be improved upon) were big advantages of the AD&D system, and were mostly superior to later editions.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Also I let my PCs build keeps, strongholds and eventually castles, establish libraries, accumulate riches, gain influence, etc. That's a very good, even great part of the AD&D experience.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]To me though the weapon and fight and armor systems are very clunky and unrealistic. But since it is a game you can modify anything you wish as long as the players accept it.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]We also multi-classed a lot. I changed that over time to offer more options than the regular classes or even multi-classes, but it was fun for some of my players to dual or multi-class. Depending on party size I sometimes encouraged it. Don't know if that helped ya any or not, but it's what I/we did. Also I'd go back and re-read the Dungeon Masters Guide. It had a lot of great advice on how to build a functioning fantasy world. [/FONT] [/QUOTE]
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