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General Tabletop Discussion
D&D Older Editions
Listening to old-timers describe RP in the 70s and 80s
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<blockquote data-quote="Willie the Duck" data-source="post: 9173606" data-attributes="member: 6799660"><p>Callers -- I had always assumed the caller was put in there strictly in case it was needed. Something that you didn't start using until after the first "I didn't say my character was entering the room [the DM just described a trap going off in]"/"I heard a plethora of voices saying the party was entering the room, I'm not going to check with each of you for confirmation at each juncture" argument. </p><p></p><p>Mapping and careful time tracking -- Even when we started playing as kids, we understood what was being attempted here (but also how it often was 'someone else's idea of fun'). Making the party map meant you had to pay attention and let there be secrets you had be careful to notice (a map which doesn't make sense hinting at slow gradual slopes or teleport traps or moving walls, etc.). Time management, just like the careful tracking of encumbrance, this was supposed to set up a weighing of options. You could search every square for traps, and every corner for treasure, but that costs torches/wandering monster checks/spell duration. Thus you made educated guesses about what was or wasn't important, suspicious, etc. And, just like encumbrance and <em>bags of holding</em> being in the rules, we realized even the developers didn't want to do that all the time.</p><p></p><p>With regards to the actual lengths of time -- I think it was the glacial walking speed, but either way something clued us in that perhaps the actual units were kinda arbitrary or gamist (meant to make the torches per section of dungeon explored math work, and to contain most combats in a single exploration time-unit). Either in-game feet aren't real feet or minutes aren't minutes or people just move really slowly when exploring dangerous holes in the ground (not entirely unrealistic*) and in-combat movement is net movement not actual steps taken or the like. I remember when AD&D 2nd edition came out, the description of a round included an example scenario where it tried to (rather comically, IMO) justify why a combat round took a full minute. I remember passing it between people I'd gamed with all that time and giggling about (in our minds) confirmation that they'd started with the turns and rounds, and desired distances and worked their way backwards from there.</p><p><span style="color: rgb(209, 213, 216)">*oD&D does pay lip-service to this, with doubling the number of moves/turn (with no mapping allowed) when in flight/pursuit situations, indicating that people can move faster, they just aren't.</span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9173606, member: 6799660"] Callers -- I had always assumed the caller was put in there strictly in case it was needed. Something that you didn't start using until after the first "I didn't say my character was entering the room [the DM just described a trap going off in]"/"I heard a plethora of voices saying the party was entering the room, I'm not going to check with each of you for confirmation at each juncture" argument. Mapping and careful time tracking -- Even when we started playing as kids, we understood what was being attempted here (but also how it often was 'someone else's idea of fun'). Making the party map meant you had to pay attention and let there be secrets you had be careful to notice (a map which doesn't make sense hinting at slow gradual slopes or teleport traps or moving walls, etc.). Time management, just like the careful tracking of encumbrance, this was supposed to set up a weighing of options. You could search every square for traps, and every corner for treasure, but that costs torches/wandering monster checks/spell duration. Thus you made educated guesses about what was or wasn't important, suspicious, etc. And, just like encumbrance and [I]bags of holding[/I] being in the rules, we realized even the developers didn't want to do that all the time. With regards to the actual lengths of time -- I think it was the glacial walking speed, but either way something clued us in that perhaps the actual units were kinda arbitrary or gamist (meant to make the torches per section of dungeon explored math work, and to contain most combats in a single exploration time-unit). Either in-game feet aren't real feet or minutes aren't minutes or people just move really slowly when exploring dangerous holes in the ground (not entirely unrealistic*) and in-combat movement is net movement not actual steps taken or the like. I remember when AD&D 2nd edition came out, the description of a round included an example scenario where it tried to (rather comically, IMO) justify why a combat round took a full minute. I remember passing it between people I'd gamed with all that time and giggling about (in our minds) confirmation that they'd started with the turns and rounds, and desired distances and worked their way backwards from there. [COLOR=rgb(209, 213, 216)]*oD&D does pay lip-service to this, with doubling the number of moves/turn (with no mapping allowed) when in flight/pursuit situations, indicating that people can move faster, they just aren't.[/COLOR] [/QUOTE]
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