perception of OD&D/AD&D as random deathtraps

Maggan said:
Page count? Let's say 5 letter per name, 50 NPCs would take up 250 letters. That's less than the letter count of this post (including the quote). So my guess is that page count don't enter into the equation. :D
/M

Yes, you're right. It would really not take up that much space. That's what I get for posting late at night... sloppy argumentation! :)

I'll retract "page count" and (like the hydra) offer two in its place:

1) It's easier to remember (for me, anyway) "The Innkeeper is named Agonistes" than "Bigglegrump the Innkeeper is named Agonistes instead of Bigglegrump".

2) Part of the intent of B2 is to get the DM involved... especially given its role as an introductory module, the DM is supposed to be the co-creator but most of the "grunt work" is done for him.
 

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Hussar said:
The problem with this approach is that it runs counter to established knowledge. Players, unless they entirely new, KNOW that ghouls eat everything living. That includes orcs. The explaination falls entirely flat. "Umm, yeah, I know that ghouls eat everything, but, these are SPECIAL ghouls and they don't eat orcs.... yeah.... errrm"

Actually, I think you're pointing to a strength of earlier editions: lack of standardization. For example, the monsters in Book II: Monsters & Treasure are really just suggestions. I think the idea is that you're going to be making most of your own stuff up anyway, or at least changing things around constantly.

Your critique is still firmly planted in the "Ecological Mindset". You assume that all ghouls should and do function in the same way. So that you could eventually write an in-character Ghoul Anthropology (Teratology?). That makes what you're saying kind of circular. I'm saying it's perfectly reasonable (especially since "monster" really means something unique anyway) to approach the matter from the standpoint that they'll all be rather different.

I understand that this mindset, which I sometimes call "Fordist" although that's perhaps an abuse of the term, is very much ingrained in 3E: in 3E, even magic items are standardized (c.f. "Wand of Wonder" and "Rod of Wonder"). Everything is supposed to be rationalized, standardized and have 'interchangeable' (game-)mechanical parts. And if that's your taste, that's perfectly fine. But that's not the approach taken in OD&D, 1E or Classic, at least in large part. Consider the suggestions in OD&D and the Basic Set for making up your own monsters, or things like the spellcasting skeleton and zombie in L1, etc. When you go into the Underworld you're supposed to run into weirdness.
 

Korgoth said:
Actually, I think you're pointing to a strength of earlier editions: lack of standardization. For example, the monsters in Book II: Monsters & Treasure are really just suggestions. I think the idea is that you're going to be making most of your own stuff up anyway, or at least changing things around constantly.

Your critique is still firmly planted in the "Ecological Mindset". You assume that all ghouls should and do function in the same way. So that you could eventually write an in-character Ghoul Anthropology (Teratology?). That makes what you're saying kind of circular. I'm saying it's perfectly reasonable (especially since "monster" really means something unique anyway) to approach the matter from the standpoint that they'll all be rather different.

I understand that this mindset, which I sometimes call "Fordist" although that's perhaps an abuse of the term, is very much ingrained in 3E: in 3E, even magic items are standardized (c.f. "Wand of Wonder" and "Rod of Wonder"). Everything is supposed to be rationalized, standardized and have 'interchangeable' (game-)mechanical parts. And if that's your taste, that's perfectly fine. But that's not the approach taken in OD&D, 1E or Classic, at least in large part. Consider the suggestions in OD&D and the Basic Set for making up your own monsters, or things like the spellcasting skeleton and zombie in L1, etc. When you go into the Underworld you're supposed to run into weirdness.
Indeed, but there's a fine line between the weirdness and wonder of "Wow! Those are really neat/scary/awesome!" and "Dude, make up your mind!"
 

You know what I remember about "badly designed" basic and 1E adventures? Having fun killing monsters and taking their stuff.
 

Korgoth said:
Consider the suggestions in OD&D and the Basic Set for making up your own monsters, or things like the spellcasting skeleton and zombie in L1, etc. When you go into the Underworld you're supposed to run into weirdness.
In the OD&D Greyhawk supplement, there's a section on "Monster Tricks and Combinations" that offers suggestions along these lines. One of them is "skeletons who are able to hurl their finger joints as if they are magical arrows."
 

Hussar said:
So, by this logic, 3e intiative is identical to 1e. We all did it differently, but, it was an identical experience? This is a new definition of identical I was previously unaware of.


Dude, I'm not following you at all, that statement makes no since :confused: . Every 1E player I know did it basically the same way:
-(2 sided) A vs B, role d6, side with highest role goes first.
-If A (say the PCs) wins everyone in A goes before B (monsters).
-The DM checked the tables, we never saw them, if we looked we got "the warning".

Any variation in methods used between DMs was minimal in how it played out. The academics behind it didn't matter to the player.

Now thats a completely different experiance then 3E (each person and monster is placed in order of attack, and that order is kept until the battle is completed. No tables are used, so players have a better understanding of what they need to hit and do stuff, and are burdened with number crunching during combat (which ruins the immersion experiance).

Look, in 1E the interpretation of the rules didn't really matter to us players. We were given the dice and told to role, that was it. It was like going to Mass in Latin. The player was "out of the rules loop". If one DM was using surprise rules or weapons speed reaction, I didn't know. That was his job not mine.

You know, after reading your posts on this thread, I think 1E probably wasn't the best fit for you and your group. We all talk to the DM, try to get him to reconsider things etc. Thats also part of the fun of the game. However, there is a fine line that can be crossed, where your players become rules lawyers, thats when you grab the handle and flush. :D Yep, I doubt you'd last long at Gary's table.
 
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Hussar said:
So, I should NEVER play in a convention game? RPGA is off limits? Never play with strangers?

Bugger that. I like meeting new people.

Play with whoever you like, but if you don't like playing with the people you play with, stop whining about it and find someone else.

This reminds me a bit of the drunk cops in "Superbad" sitting in the bar telling their teenage sidekick how the girls that you can pick up in bars are too easy and will wander off with someone else. Hard to believe, just like it's hard to believe convention DM's might not be nurturing souls who are interested in fully exploring your character's development.
 

Dude, I'm not following you at all, that statement makes no since . Every 1E player I know did it basically the same way:
-(2 sided) A vs B, role d6, side with highest role goes first.
-If A (say the PCs) wins everyone in A goes before B (monsters).
-The DM checked the tables, we never saw them, if we looked we got "the warning".

Yes, but, that's you. For us, we all had a copy of the DMG and pretty much all of us had it open at one time or another. We didn't bother saying, "I got 15, did I hit." We always said, "I hit AC X". We were doing that in Basic D&D. Heck, most of us had the tables memorized pretty quickly anyway. :)

Haakon, you're saying that the only solution to a problem is to walk away from the table. That's certainly a solution. Me, I'd rather try to help the DM become a better DM and continue playing. I know I'd certainly appreciate a player trying to do the same for me.
 

Quasqueton said:
In the Keep itself, Gygax mentions that the barkeep dislikes beer but is keen on mead. But he didn't give the barkeep a name. Gygax mentions that the Captain of the Guard likes pretty ladies. But he didn't give the Captain a name. The mention of personality is good, the lack of any name is bad. Or, to judge from what some are saying about unnecessary explanation, maybe EGG should have left out the personality bits, because if the DM can come up with names for the men, surely the DM can come up with personalities, too. So maybe the personality explanations are bad, and the lack of names is good?

Perhaps the name were left out so the DM could fit it to his campaign setting. Whether the barkeep is named Olaf, Kallivaaren, Red-Sun-At-Dawn, Khalid, Joe, or Horimoto-san, it might imply something about the campaign that didn't quite fit.
 

Hussar said:
Yes, but, that's you. For us, we all had a copy of the DMG and pretty much all of us had it open at one time or another. We didn't bother saying, "I got 15, did I hit." We always said, "I hit AC X". We were doing that in Basic D&D. Heck, most of us had the tables memorized pretty quickly anyway. :)

Haakon, you're saying that the only solution to a problem is to walk away from the table. That's certainly a solution. Me, I'd rather try to help the DM become a better DM and continue playing. I know I'd certainly appreciate a player trying to do the same for me.


Wow, that was a very bad habit. You were not experiancing then what most experiance that play the game (and the way it was designed to be played) one DM vs. several players (rather you co-DMed, a recipe for disaster if you ask me). In our group several of us also had the tables pretty much memorized, but not looking at them and having respect for the DM made all the difference, still does. Honestly, how did you have any fun that way?

As far as getting players to make you a better DM, the best way they can do that is feedback. "that game was boring". "that was really cool esp. x,y and z". Not by explaining the rules to you and telling you your doing this or that wrong (unless your training a DM, and that is best done when your not playing but watching on).

Man, there's no nice way to say this, but your group dynamic was defective and sick. You didn't realize (or care) that there was a devision of labor, a line that shouldn't be crossed. Too bad, I think its jaded your entire experiance with AD&D. Many of the defects you seem to find are the result of how you played rather then the rules themselves. The corner stone of AD&D is DM is in complete control...how on earth did you miss this memo. It is his imagination and his rules, don't like it, then grow up...its just a game. Giving yourself the freedom to accept your DMs call is what allows the players to immerse and forget they're playing a game. Its the same thing with sports. Everyone knows the rules of the game, the parents, the kids, the couches. But we all agree to abide by what the refs call. Thats what allows the game to continue rather then turning into some bickering match. But in 1E it goes one further. The ref (DM) has a variety of tools to determine what to role (including his mood), and can even change the rules as he likes (though the players will revolt if he abuses this power). That total freedom however, is essental, and it allows the DM to mold his world, and gives the players the freedom to relax (since what they object to is null and void before they say it, if he likes). Your right if your thinking a bad DM could abuse this. But your also right if you think the players wouldn't just get up and leave (which I've witnessed before...though that was a 2E DM trying to DM some early 1Eers).

One thing you might want to try is this, (if you ever do go back to AD&D) make up your own tables (combat and saves) that differ from 1Es, maybe have them role 3d6 or something, and tell your players your sick of them crossing over the DM line, to just focus on there imaginations, forget they're playing a game. I've done this before and it works (when I didn't have a D20 while travelling, I've even used cards before, it also works, with some care you really can get close). This will throw them off a bit, and perhaps let them experiance 1E the way it was meant to be for the first time in decades (players vs. DM, rather then player/co-DM vs. weak demoralized DM). See, the point isn't so much following the exact ratios and tables. The point is having tables to keep your players mystifide. The more mystifide the better (because the more it feels like real life).
Good luck, and I hope you try it.
 
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