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How to Tell a GM You're Not Having Fun?
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<blockquote data-quote="Jack Daniel" data-source="post: 8151127" data-attributes="member: 694"><p>If you are only making it 40' a game session in OSE, you're either playing far, far too cautiously, or you're too low-level for that dungeon. In the former instance, just… move quicker. Do more. Quit pixel-bitching and start kicking in doors. If you really are afraid for your characters' lives in doing that, though, because you think that the challenge is too great or the chance of death is too high, then… leave that dungeon. Go elsewhere. Old-school D&D presupposes that the PCs have the freedom to make that choice. This—</p><p></p><p>—is simply not something that should ever happen in a proper old-school dungeon-crawl. Player control of the risk-versus-reward tradeoff, and player-driven decisions regarding how deep down into the dungeon the party is willing to delve, are baseline assumptions of the game. If your DM has abrogated that, it's no wonder you're not having any fun.</p><p></p><p>The best facet of Basic D&D is the pace of the game and the amount of time you spend on exploring dungeons. Combats are always over quickly, and entire <em>point</em> of play is to press into that next dungeon-room and find out what kind of danger or weirdness or magic is lurking there. Discovery for the sake of discovery. And the dungeon procedures are there to speed that along: they're a tool the DM uses to pace the game and keep things moving at a good clip. (Note, though, that this is something that only works if the <em>players </em>are in control of where they go and what they do.)</p><p></p><p>I <em>can't stand </em>playing 5th edition precisely because those procedural elements are absent, and because combats drag on and on and on (and they're the source of the XP, so you can't avoid them—which is dullsville). Give me Basic/Expert any day of the week over a WotC edition. But it does take a DM who understands the how's and why's of the system.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8151127, member: 694"] If you are only making it 40' a game session in OSE, you're either playing far, far too cautiously, or you're too low-level for that dungeon. In the former instance, just… move quicker. Do more. Quit pixel-bitching and start kicking in doors. If you really are afraid for your characters' lives in doing that, though, because you think that the challenge is too great or the chance of death is too high, then… leave that dungeon. Go elsewhere. Old-school D&D presupposes that the PCs have the freedom to make that choice. This— —is simply not something that should ever happen in a proper old-school dungeon-crawl. Player control of the risk-versus-reward tradeoff, and player-driven decisions regarding how deep down into the dungeon the party is willing to delve, are baseline assumptions of the game. If your DM has abrogated that, it's no wonder you're not having any fun. The best facet of Basic D&D is the pace of the game and the amount of time you spend on exploring dungeons. Combats are always over quickly, and entire [I]point[/I] of play is to press into that next dungeon-room and find out what kind of danger or weirdness or magic is lurking there. Discovery for the sake of discovery. And the dungeon procedures are there to speed that along: they're a tool the DM uses to pace the game and keep things moving at a good clip. (Note, though, that this is something that only works if the [I]players [/I]are in control of where they go and what they do.) I [I]can't stand [/I]playing 5th edition precisely because those procedural elements are absent, and because combats drag on and on and on (and they're the source of the XP, so you can't avoid them—which is dullsville). Give me Basic/Expert any day of the week over a WotC edition. But it does take a DM who understands the how's and why's of the system. [/QUOTE]
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