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<blockquote data-quote="Ariosto" data-source="post: 4794247" data-attributes="member: 80487"><p>A generation of D&Ders have become parents, with the pressures on their resources that entails -- and with a new generation of prospective players at hand.</p><p></p><p>The retro-games demand far less investment of money and time in rule books. Requirements of time and energy for preparation and play are also relatively light.</p><p></p><p><em>The Theurgist (spells: Hold Portal, Shield, Magic Missile x2, Detect Invisible, Web) is served by an Ogre (250 g.p. in purse) and two charmed Warriors (mail, shield, sword). His dagger is poisoned (good for two hits), and he has a potion of invisibility, scrolls of flight and protection from normal missiles. In his loincloth is a little jade pendant (160 g.p. value) that twice per day can serve as a "knock" spell; the command word is part of the decorative pattern, in Classical Autumn Court Zwarish. In a compartment concealed behind the book case are a sack of 300 s.p.; a locked box holding 500 g.p. and a silk kerchief wrapping four red garnets worth 100 g.p. each; and a pouch of sand. The box is enchanted (at 12th level) to shriek, "Thief! Thief!" whenever the pouch of sand is not within 30'. The key is on the person of the Theurgist, who is usually in the curtained alcove with the secret door that is opened for a round by rotating the central torch sconce on the east wall. His spell books are hidden beneath the floor, in a wizard-locked (4th level) recess.</em></p><p></p><p>The ease and speed with which one can create and play out such an encounter is to some a very appealing feature.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4794247, member: 80487"] A generation of D&Ders have become parents, with the pressures on their resources that entails -- and with a new generation of prospective players at hand. The retro-games demand far less investment of money and time in rule books. Requirements of time and energy for preparation and play are also relatively light. [i]The Theurgist (spells: Hold Portal, Shield, Magic Missile x2, Detect Invisible, Web) is served by an Ogre (250 g.p. in purse) and two charmed Warriors (mail, shield, sword). His dagger is poisoned (good for two hits), and he has a potion of invisibility, scrolls of flight and protection from normal missiles. In his loincloth is a little jade pendant (160 g.p. value) that twice per day can serve as a "knock" spell; the command word is part of the decorative pattern, in Classical Autumn Court Zwarish. In a compartment concealed behind the book case are a sack of 300 s.p.; a locked box holding 500 g.p. and a silk kerchief wrapping four red garnets worth 100 g.p. each; and a pouch of sand. The box is enchanted (at 12th level) to shriek, "Thief! Thief!" whenever the pouch of sand is not within 30'. The key is on the person of the Theurgist, who is usually in the curtained alcove with the secret door that is opened for a round by rotating the central torch sconce on the east wall. His spell books are hidden beneath the floor, in a wizard-locked (4th level) recess.[/i] The ease and speed with which one can create and play out such an encounter is to some a very appealing feature. [/QUOTE]
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