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General Tabletop Discussion
*TTRPGs General
perception of OD&D/AD&D as random deathtraps
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<blockquote data-quote="Quasqueton" data-source="post: 3755379" data-attributes="member: 3854"><p>Doesn't this require the Player (and DM) have real life knowledge of traps? And essentially, whichever has more real life knowledge of traps, or is more devious or persistent, will "win".</p><p></p><p>I remember playing with a guy one time who was of the real-world-knowledge school of playing, and he completely frazzled me as the DM when he insisted on searching by description. I mean, my adventure notes essentially just said, "There's a poison needle trap on this chest."</p><p></p><p>When this Player searched the chest (he was not playing a thief), he described each place, and each action. He had a mind and backpack full of "gimmicks" -- using string, and needles, and water, and small hammers. He had to explain to me how each gimmick worked before I could even rule on the results. (He even had a canary, but I ruled that there was no way he could get carry a small bird through the dungeon in a backpack.)</p><p></p><p>He was one of those "elite dungeoneers" that were often praised by Gygax and others -- you know, those who made it through the Tomb of Horrors through "ingenuity" and McGuiver-like knowledge. I once commented that he'd have his character make a nuclear bomb. He waved off that statement by saying how it couldn't be done with the medieval resources---and he actually explained in detail the items/technologies he'd need that wouldn't be available.</p><p></p><p>He only played in my game two game sessions. He was in his late 20s (a former military tech of some sort), and I and my other Players were just in our teens.</p><p></p><p>Personally, I really dislike the real-world-knowledge and descriptive-success school of D&D gaming.</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 3755379, member: 3854"] Doesn't this require the Player (and DM) have real life knowledge of traps? And essentially, whichever has more real life knowledge of traps, or is more devious or persistent, will "win". I remember playing with a guy one time who was of the real-world-knowledge school of playing, and he completely frazzled me as the DM when he insisted on searching by description. I mean, my adventure notes essentially just said, "There's a poison needle trap on this chest." When this Player searched the chest (he was not playing a thief), he described each place, and each action. He had a mind and backpack full of "gimmicks" -- using string, and needles, and water, and small hammers. He had to explain to me how each gimmick worked before I could even rule on the results. (He even had a canary, but I ruled that there was no way he could get carry a small bird through the dungeon in a backpack.) He was one of those "elite dungeoneers" that were often praised by Gygax and others -- you know, those who made it through the Tomb of Horrors through "ingenuity" and McGuiver-like knowledge. I once commented that he'd have his character make a nuclear bomb. He waved off that statement by saying how it couldn't be done with the medieval resources---and he actually explained in detail the items/technologies he'd need that wouldn't be available. He only played in my game two game sessions. He was in his late 20s (a former military tech of some sort), and I and my other Players were just in our teens. Personally, I really dislike the real-world-knowledge and descriptive-success school of D&D gaming. Quasqueton [/QUOTE]
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