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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="Emerikol" data-source="post: 9473455" data-attributes="member: 6698278"><p>I'm still an old school style player though I'm not pure OSE. More like C&C or my own homebrew. </p><p></p><p>I don't remember fudging in my games. I think that is a choice and I think people who wanted a different style of game fudged to make it that way. Me and my players wanted a GAME first. Meaning success is not guaranteed and accomplishments are earned and are hard at times. Death is real and bad things can happen like levels getting drained or someone getting turned to stone. </p><p></p><p>Here are some old school things I believe we aim for in a game.</p><p>1. The adventure while broadly of appropriate level doesn't mean the bad guys won't learn from their defeats and adapt.</p><p>2. Combat is to the death and the dice fall where they fall.</p><p>3. Preparation is important. Pack what you need to overcome the challenge. Think about it. </p><p>4. Success is often driven by good gameplay than character levels or special powers.</p><p>5. The world is a big place full of a lot of good and bad people. The PCs are never without equals. Those equals of course grow rarer at higher levels.</p><p>6. The DM's design of the world happens ahead of the players showing up to place.</p><p>7. The DM designs a broadly plausible world that makes sense and is consistent. </p><p>8. And yes the DM's rulings are final.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9473455, member: 6698278"] I'm still an old school style player though I'm not pure OSE. More like C&C or my own homebrew. I don't remember fudging in my games. I think that is a choice and I think people who wanted a different style of game fudged to make it that way. Me and my players wanted a GAME first. Meaning success is not guaranteed and accomplishments are earned and are hard at times. Death is real and bad things can happen like levels getting drained or someone getting turned to stone. Here are some old school things I believe we aim for in a game. 1. The adventure while broadly of appropriate level doesn't mean the bad guys won't learn from their defeats and adapt. 2. Combat is to the death and the dice fall where they fall. 3. Preparation is important. Pack what you need to overcome the challenge. Think about it. 4. Success is often driven by good gameplay than character levels or special powers. 5. The world is a big place full of a lot of good and bad people. The PCs are never without equals. Those equals of course grow rarer at higher levels. 6. The DM's design of the world happens ahead of the players showing up to place. 7. The DM designs a broadly plausible world that makes sense and is consistent. 8. And yes the DM's rulings are final. [/QUOTE]
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How Did I Survive AD&D? Fudging and Railroads, Apparently
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