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perception of OD&D/AD&D as random deathtraps
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3756240" data-attributes="member: 20854"><p>Oh that's nothing, what's really boring is time consuming stuff like:</p><p></p><p>Player: I push it a millimeter to the left. Anything?</p><p>DM: Some dust falls from around the bracket...</p><p>Player: I push it another millimeter to the left. Anything?</p><p>DM: A slight squeak.</p><p>Player: I get out my oil and put a few drops on it.</p><p>DM: You have to get it out of your pack. Are you letting go of the bracket?</p><p>Player: Yes.</p><p>DM: Okay, you're rooting through your pack...[rolls wandering monster check]</p><p>Player: Ready?</p><p>DM: No, you're still rooting through your pack...Ok.</p><p>Player: I push it another millimeter to the left. Anything?</p><p>DM: Nothing. But your hands are kinda slick, now.</p><p>Player: I wipe my hands.</p><p>DM: Okay.</p><p>Player: I push it another millimeter to the left. Anything?</p><p>[An hour later, we get to pushing it to up and to the right...]</p><p></p><p>Descriptive search...what a bore, huh?</p><p> <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>Seriously, though, you have to use some judgment about the whole thing. You needn't run all searches with the same amount of detail, and as I mentioned, the players and the DM rapidly come to a "meeting of the minds" on how it works, in play. In special situations, or with new players, sometimes being very detailed and careful *is* fun. As everyone gets more experienced, you naturally introduce short-cuts. And the players start driving how detailed searches need to be. </p><p></p><p>I know it's not for everyone, but it does work very well (at least in my groups). And nobody is falling asleep at the table from boredom. Trust me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Another good example is the sample action in the 1E DMG, where a player says: "Then I'll see if I can move any of the stone knobs and see if they operate a secret door! I'll push, pull, twist, turn, slide, or otherwise attempt to trigger the thing if possible." After several sessions of play, even that might become: "I'll manipulate the knobs to see if anything happens..." and the DM will understand what is being called for.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3756240, member: 20854"] Oh that's nothing, what's really boring is time consuming stuff like: Player: I push it a millimeter to the left. Anything? DM: Some dust falls from around the bracket... Player: I push it another millimeter to the left. Anything? DM: A slight squeak. Player: I get out my oil and put a few drops on it. DM: You have to get it out of your pack. Are you letting go of the bracket? Player: Yes. DM: Okay, you're rooting through your pack...[rolls wandering monster check] Player: Ready? DM: No, you're still rooting through your pack...Ok. Player: I push it another millimeter to the left. Anything? DM: Nothing. But your hands are kinda slick, now. Player: I wipe my hands. DM: Okay. Player: I push it another millimeter to the left. Anything? [An hour later, we get to pushing it to up and to the right...] Descriptive search...what a bore, huh? :uhoh: :p Seriously, though, you have to use some judgment about the whole thing. You needn't run all searches with the same amount of detail, and as I mentioned, the players and the DM rapidly come to a "meeting of the minds" on how it works, in play. In special situations, or with new players, sometimes being very detailed and careful *is* fun. As everyone gets more experienced, you naturally introduce short-cuts. And the players start driving how detailed searches need to be. I know it's not for everyone, but it does work very well (at least in my groups). And nobody is falling asleep at the table from boredom. Trust me. :) Another good example is the sample action in the 1E DMG, where a player says: "Then I'll see if I can move any of the stone knobs and see if they operate a secret door! I'll push, pull, twist, turn, slide, or otherwise attempt to trigger the thing if possible." After several sessions of play, even that might become: "I'll manipulate the knobs to see if anything happens..." and the DM will understand what is being called for. [/QUOTE]
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