TarionzCousin
Second Most Angelic Devil Ever
What, exactly, are these? How are they different from what most people do?3. I use the rules for dungeon crawls.
What, exactly, are these? How are they different from what most people do?3. I use the rules for dungeon crawls.
Possibly referring to the 1e rules for movement while exploring a dungeon, wandering monster checks/frequency, mapping, monitoring light-source durations, etc.?What, exactly, are these? How are they different from what most people do?
Basically that, except I have a "dungeon crawl" DM screen that makes running the dungeon crawls much easier than flipping through the book.Possibly referring to the 1e rules for movement while exploring a dungeon, wandering monster checks/frequency, mapping, monitoring light-source durations, etc.?
If not, I too am curious.![]()
I'm with you as far as #1 above.Lets see....
1) - long campaigns - I like them to last a decades.
2) - I really prefer mid and high level play. levels 1-3 I find near torture, and 4-5 is where it is just getting good. As an addendum I detest the concept of E6
3) - I tend not to run major humanocentric games I like my taverns to look like Mos Esiley Cantina.
4) - I tend to ignore "canon" and "official" - I never use setting lore (unless I steal pieces for my own setting) and usually by halfway through the lifetime of the game I'm using more 3rd party material than WotC. (Did similar with TSR stuff, lots of Role Aides and Dragon material).
5) - never used minis. Every. If combat was detailed enough to need a map for that fight, we just used markers to indicate position.
6) - I tend to run very cinematic - encumbrance and other such tracking is ignored, and death is generally off the table unless it is dramaticly appropriate - The game isn't a wargame, or a battle of combat wits, but a shared experience.
7) - I like the classic alignment system and it being prescriptive instead of descriptive. If I don't want that feel, I'll play a different game than D&D.
8) - I tend to run High Fantasy / Big Darn Heroes kind of games, where the world will be at stake at some point. Also no non-good alignments - the characters are heroes, no adventurers.
9) - All gaming is FtF, never have done digital gaming, never will. In fact phones, pads and computers are not allowed at the table.
You spell damage funny.I read the DMG.
It is shocking to me the sheer volume of people who insist that D&D "can't do" something. It I guess that's easier than admitting there stuff THEY can't conceptualize doing with D&D.5. I vehemently disagree with anybody who claims that D&D "can't do" genres beyond sword & sorcery or pseudo-medieval high fantasy. In fact, my preferred milieu is Victorian steampunk or gaslamp fantasy. But I'll also happily use the OD&D rules to run games set in ancient, historical, present-day, or futuristic worlds, both magical and mundane. The period or genre, after all, is just a backdrop—a coat of paint on the game. As long as there are "dungeons" (or the period-appropriate equivalent) to explore and hexes to crawl (even if a hex represents a cubic parsec of interstellar space rather than a square league of wilderness), the game itself works just fine. The key to making OD&D function in any setting is simply to keep the game about exploration and treasure-hunting.
I agree/share maybe only half of your preferences, but something tells me I would love to play with you.There are probably others, but that is enough for now.
How are you an outlier? How do you feel like one?
I agree/share maybe only half of your preferences, but something tells me I would love to play with you.