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Improvisation vs "code-breaking" in D&D
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<blockquote data-quote="Aenghus" data-source="post: 6728776" data-attributes="member: 2656"><p>On the other hand, old school dungeons often had a lot of death traps, cursed magic items and the occasional overpowered monster if you explored it and just being in the dungeon risked death by wandering monster even if you stayed at the entrance. There was risk all around, often arbitrary risk with no foreshadowing or way of figuring out the right answer beforehand. </p><p></p><p>The extreme reactions to all this risk were either becoming massively risk adverse and minimizing the number of decisions or die rolls that could result in PC death, at the cost of constant paranoia and exhaustive standard operating procedures, and missing out on lots of content that the players labelled "too dangerous to explore", or embracing the madness and pressing every button, taking every risk. Barring fudging, the latter style resulted in a lot of dead PCs and the occasional massive jackpot when win or die gambles paid off big. As usual, I suspect most players occupied the middle ground between these two extremes.</p><p></p><p>The thing is, some players just aren't invested in their PC surviving, they can always introduce a new PC, they want something else, for instance, poking the gameworld and seeing what happens, the bigger a reaction the better. Not every player sees character level as a game score.</p><p></p><p>Myself, I'm highly risk adverse, value PC survival, and I hated old school dungeons as it was impossible to avoid many risks, and DMs often didn't understand players who tried to avoid some of the risks.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6728776, member: 2656"] On the other hand, old school dungeons often had a lot of death traps, cursed magic items and the occasional overpowered monster if you explored it and just being in the dungeon risked death by wandering monster even if you stayed at the entrance. There was risk all around, often arbitrary risk with no foreshadowing or way of figuring out the right answer beforehand. The extreme reactions to all this risk were either becoming massively risk adverse and minimizing the number of decisions or die rolls that could result in PC death, at the cost of constant paranoia and exhaustive standard operating procedures, and missing out on lots of content that the players labelled "too dangerous to explore", or embracing the madness and pressing every button, taking every risk. Barring fudging, the latter style resulted in a lot of dead PCs and the occasional massive jackpot when win or die gambles paid off big. As usual, I suspect most players occupied the middle ground between these two extremes. The thing is, some players just aren't invested in their PC surviving, they can always introduce a new PC, they want something else, for instance, poking the gameworld and seeing what happens, the bigger a reaction the better. Not every player sees character level as a game score. Myself, I'm highly risk adverse, value PC survival, and I hated old school dungeons as it was impossible to avoid many risks, and DMs often didn't understand players who tried to avoid some of the risks. [/QUOTE]
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