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<blockquote data-quote="Ariosto" data-source="post: 5560322" data-attributes="member: 80487"><p>Here are some techniques going back to the early years of D & D:</p><p></p><p><strong> 1) The Objective</strong> -- Each expedition has some goal. It might be to map an area, to explore so far beyond a secret passage or flight of stairs, to carry out a plan of attack against some monsters, or what have you. The prime objective in old D&D is to secure big treasures. Reconnaissance and planning is generally superior to wandering blindly.</p><p></p><p><strong> 2) Wandering Monsters</strong> -- These are a hazard in old D&D, because they use up resources (whether for fight, flight or ransom) and offer little in the way of x.p. even if beaten (because they do not carry treasure). Torches, food and so on may be getting used up anyway, but WM encounters really add pressure to be organized and move quickly to accomplish the objective. Loud discussions tend to attract WMs more frequently!</p><p></p><p><strong> 3) The Caller</strong> -- This is a player who speaks for the group. This is naturally a bit of a leadership position. It won't get much done unless the Caller has the group's cooperation to let the Caller end discussion and issue a decision. That might mean calling for a vote, or it might be left to the Caller to weigh the options. Ideally, people let the Caller handle routine affairs without interference, so that we can breeze through them.</p><p></p><p><strong> 4) You said it, you're doing it!</strong> -- In much of my RPG experience, the sequence of play in an encounter is about like this:</p><p>(a) GM decides what NPCs will do.</p><p>(b) GM goes around the table asking each player what he or she will do.</p><p>(c) Interactions get resolved.</p><p></p><p>In other words, it's more of a "simultaneous moves" approach than the deal of Joe moves, then Sally moves, then Bob considers his move in light of the results of Joe's and Sally's moves....</p><p></p><p>Also, you need to answer right away and your decision stands. If you hesitate too long then thinking about what to do <em>is your move</em> this round! If Bob and Sally get into an argument about who <em>should</em> do what, then that's what their characters are doing.</p><p></p><p>Players whose characters are in no position to comment on each other's actions are not allowed to do so.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5560322, member: 80487"] Here are some techniques going back to the early years of D & D: [B] 1) The Objective[/B] -- Each expedition has some goal. It might be to map an area, to explore so far beyond a secret passage or flight of stairs, to carry out a plan of attack against some monsters, or what have you. The prime objective in old D&D is to secure big treasures. Reconnaissance and planning is generally superior to wandering blindly. [B] 2) Wandering Monsters[/B] -- These are a hazard in old D&D, because they use up resources (whether for fight, flight or ransom) and offer little in the way of x.p. even if beaten (because they do not carry treasure). Torches, food and so on may be getting used up anyway, but WM encounters really add pressure to be organized and move quickly to accomplish the objective. Loud discussions tend to attract WMs more frequently! [B] 3) The Caller[/B] -- This is a player who speaks for the group. This is naturally a bit of a leadership position. It won't get much done unless the Caller has the group's cooperation to let the Caller end discussion and issue a decision. That might mean calling for a vote, or it might be left to the Caller to weigh the options. Ideally, people let the Caller handle routine affairs without interference, so that we can breeze through them. [B] 4) You said it, you're doing it![/B] -- In much of my RPG experience, the sequence of play in an encounter is about like this: (a) GM decides what NPCs will do. (b) GM goes around the table asking each player what he or she will do. (c) Interactions get resolved. In other words, it's more of a "simultaneous moves" approach than the deal of Joe moves, then Sally moves, then Bob considers his move in light of the results of Joe's and Sally's moves.... Also, you need to answer right away and your decision stands. If you hesitate too long then thinking about what to do [I]is your move[/I] this round! If Bob and Sally get into an argument about who [I]should[/I] do what, then that's what their characters are doing. Players whose characters are in no position to comment on each other's actions are not allowed to do so. [/QUOTE]
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