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<blockquote data-quote="Emerikol" data-source="post: 6315336" data-attributes="member: 6698278"><p>One thing to realize folks is that the "caller" is not the boss. Our nickname for the caller in our campaigns was menial decision maker. For decisions that are pretty much random and have no basis the caller just decides. Turn left or turn right, caller decision without more info. Now if a PC provides a reason and he can do so at any time then the group could overrule the caller. It really wasn't a dictatorship. It was a concession to the fact that we didn't need a zillion menial decision makers.</p><p></p><p>I loved the old school playstyle and I'm still a lover of it. The only thing I'd add is that my games had a lot of history and flavor to go along with the style. They had enemies they really hated. They had allies and connections. All the roleplaying stuff that many talk about was there for us. It's just that the dungeon itself in many cases was designed to be hard for the players as well as the characters and thats how we wanted it.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6315336, member: 6698278"] One thing to realize folks is that the "caller" is not the boss. Our nickname for the caller in our campaigns was menial decision maker. For decisions that are pretty much random and have no basis the caller just decides. Turn left or turn right, caller decision without more info. Now if a PC provides a reason and he can do so at any time then the group could overrule the caller. It really wasn't a dictatorship. It was a concession to the fact that we didn't need a zillion menial decision makers. I loved the old school playstyle and I'm still a lover of it. The only thing I'd add is that my games had a lot of history and flavor to go along with the style. They had enemies they really hated. They had allies and connections. All the roleplaying stuff that many talk about was there for us. It's just that the dungeon itself in many cases was designed to be hard for the players as well as the characters and thats how we wanted it. [/QUOTE]
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