Raven Crowking
First Post
mearls said:half the fun of running a campaign is making house rules, creating monsters and magic items, and building a really unique experience.
QFT
mearls said:half the fun of running a campaign is making house rules, creating monsters and magic items, and building a really unique experience.
Quoted with fix. (QWF?)half the fun of running a campaign ismaking house rules,creating monsters and magic items, and building a really unique experience.
I enjoy generally tinkering with game rules as much as the next person – I do at least some mental tinkering even when I’m not the DM/GM. But I don’t consider it part of the fun of running a campaign. When I run a campaign, I’d prefer to run the game straight, as is. Only if something is actually broken will I incorporate a houserule to fix it. The less time I have to devote to creating houserules, the more time I have for creating adventures, NPCs, monsters, magic items, etc.Depends, Quasqueton. Some people actually enjoy making houserules. However, to each his own pudding.
you mentioned the rules being discussed here as for conventions. so why not pick a convention from the time and look at the number of participants listed for an event?Quasqueton said:Gygax regularly played solo with Rob Kuntz DMing, so 1 Player in a game must be the norm.
I never would have thought that the number of people in a game session would be such a contentious subject.
Quasqueton
The OP hates A1 . . .MerricB said:If you'd like to run a convention module, I'd advise the first half of A1 (Slave Pits of the Undercity), as it has the most linear structure and ease for DMing.
Quasqueton said:Research revealed that 4 Players was more the norm. 8 might have been the stated expectation on modules and such, but it was not the actual norm/average around the kitchen table.
tx7321 said:TFoster: "Back in the 80s, every RPGA tournament I ever played in had 6 players per table (except the AD&D Open at GenCon, which had 9 players per table)"
Just out of curiosity, were players allowed to bring their own PCs in tournaments (assuming they were proper leve), or did they have to use pre-generated ones.
It varied widely. It probably had slightly less roleplay in D&D games than some other game systems, but there were still heavy roleplay oriented games.Also, what level of role play took place (did PCs talk to NPCs for instance) or was this more to the point.
All of the RPGA tournaments in the era when I was active (mid-late 80s) had pre-gen characters. Some non-RPGA events might have been BYOC, but I didn't usually play in those. RPGA events of this era were very roleplay-centric -- the "plots" were completely linear and usually beside-the-point anyway, tactics and problem-solving were afterthoughts at best; it was all about play-acting the pregen characters. At the end of the session the players would vote for the best player (which was pretty much synonymous with "hammiest actor") and the top 2 or 3 vote-getters would advance to the next round. This is actually almost exactly the opposite of what I like in D&D and in retrospect it's amazing that I played in as many of these tournaments as I did. Quintessential examples of tournament modules of this era include C6: Official RPGA Tournament Handbook, WG9: Gargoyle, WG11: Puppets, and (last but not least) the immortal "Terrible Trouble at Tragidore" (of 2E DM Screen fame/infamy).tx7321 said:Just out of curiosity, were players allowed to bring their own PCs in tournaments (assuming they were proper leve), or did they have to use pre-generated ones. Also, what level of role play took place (did PCs talk to NPCs for instance) or was this more to the point.