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<blockquote data-quote="JonnyP71" data-source="post: 7297766" data-attributes="member: 6788862"><p>This shows a who different attitude to dungeon delving, essentially reducing the 'exploration' pillar of gaming to little more than an afterthought.</p><p></p><p>What would have if the door handle was trapped? Or there was a spider above the door? Or a crossbow lined up to trigger when a tripwire is touched? Which way does the door open?</p><p></p><p>It's quite a modern phenomenon, the idea of charging from room to room gung ho, with little care for the environment of the dungeon. The group I DM for were initially of that leaning, and it has taken a many many hours of play (and character deaths) to get them to slow down and approach everything in a more circumspect manner.</p><p></p><p>Now when faced by a door, the passage of event is more akin to:</p><p></p><p>(note I make any applicable rolls, so the players never know for sure whether they heard nothing because there was nothing to hear, or simply due to a bad roll)</p><p>- "I listen at the door, can I hear anything?" </p><p>- "I check the handle for traps" </p><p>- "I try the handle and give the door a little push or pull to see if it is locked"</p><p>- "I open the door a few inches, and using my infra/dark vision I carefully peer inside, what do I see"</p><p></p><p>And only then, after they believe it is safe to enter, do they move onwards. </p><p></p><p>This whole process actually helps them though - they have a better chance of surprising any occupants, they have very little chance of being surprised themselves, they get catch out by fewer traps, they are often able to observe any occupants and decide upon fight or flight before committing to fight. Once again - it gives the party more control of the course of their adventuring.</p><p></p><p>This is the game I much prefer to both run and play.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7297766, member: 6788862"] This shows a who different attitude to dungeon delving, essentially reducing the 'exploration' pillar of gaming to little more than an afterthought. What would have if the door handle was trapped? Or there was a spider above the door? Or a crossbow lined up to trigger when a tripwire is touched? Which way does the door open? It's quite a modern phenomenon, the idea of charging from room to room gung ho, with little care for the environment of the dungeon. The group I DM for were initially of that leaning, and it has taken a many many hours of play (and character deaths) to get them to slow down and approach everything in a more circumspect manner. Now when faced by a door, the passage of event is more akin to: (note I make any applicable rolls, so the players never know for sure whether they heard nothing because there was nothing to hear, or simply due to a bad roll) - "I listen at the door, can I hear anything?" - "I check the handle for traps" - "I try the handle and give the door a little push or pull to see if it is locked" - "I open the door a few inches, and using my infra/dark vision I carefully peer inside, what do I see" And only then, after they believe it is safe to enter, do they move onwards. This whole process actually helps them though - they have a better chance of surprising any occupants, they have very little chance of being surprised themselves, they get catch out by fewer traps, they are often able to observe any occupants and decide upon fight or flight before committing to fight. Once again - it gives the party more control of the course of their adventuring. This is the game I much prefer to both run and play. [/QUOTE]
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