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Running a session of Basic D&D -- my game group's experience
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<blockquote data-quote="Ant" data-source="post: 5073299" data-attributes="member: 17627"><p>Reynard and Hussar. When it comes down to it, regardless of the version of game (or flavour, for that matter), wasting <em>real-time</em> hours searching long corridors or cluttered rooms just isn't fun, especially for the players. This is even more evident now that I'm nearing my forties and our gaming times are growing increasingly more precious.</p><p></p><p>Aside from a few early, horrible DMing attempts, here's how I've usually tackled "the devil's in the details" mandate that seems to be tacked on to old school gaming. Initial searching via the ol' d6 can help quickly bring something to the party's attention - "Oh, you rolled 2, hey? Your keen sight notices that the desk in the room seems to have been moved recently, as if someone's tried forcing the drawer. Everything else here seems mundane."</p><p></p><p>Then maybe a second d6 to pinpoint the drawer (if the players are a bit thick that evening). But for actually opening mechanics I may call for a "... and exactly how are you going to open the drawer?" (tip: throw in a few of these even when the item isn't trapped/special/magical/explosive, just to keep those wacky players guessing).</p><p></p><p>So, maybe I've been doing it wrong all this time, too. But my players don't think so, and that's all that matters.</p><p></p><p>Edit: Of course, if, before I call for search checks, a player boldly announces they are going to stride into the room, tip over the desk, urinate on it, smash open the drawer <em>like this</em> and then jam whatever they find into their over-laden backpacks then more power to them. And maybe an XP bonus (if they survive).</p></blockquote><p></p>
[QUOTE="Ant, post: 5073299, member: 17627"] Reynard and Hussar. When it comes down to it, regardless of the version of game (or flavour, for that matter), wasting [i]real-time[/i] hours searching long corridors or cluttered rooms just isn't fun, especially for the players. This is even more evident now that I'm nearing my forties and our gaming times are growing increasingly more precious. Aside from a few early, horrible DMing attempts, here's how I've usually tackled "the devil's in the details" mandate that seems to be tacked on to old school gaming. Initial searching via the ol' d6 can help quickly bring something to the party's attention - "Oh, you rolled 2, hey? Your keen sight notices that the desk in the room seems to have been moved recently, as if someone's tried forcing the drawer. Everything else here seems mundane." Then maybe a second d6 to pinpoint the drawer (if the players are a bit thick that evening). But for actually opening mechanics I may call for a "... and exactly how are you going to open the drawer?" (tip: throw in a few of these even when the item isn't trapped/special/magical/explosive, just to keep those wacky players guessing). So, maybe I've been doing it wrong all this time, too. But my players don't think so, and that's all that matters. Edit: Of course, if, before I call for search checks, a player boldly announces they are going to stride into the room, tip over the desk, urinate on it, smash open the drawer [i]like this[/i] and then jam whatever they find into their over-laden backpacks then more power to them. And maybe an XP bonus (if they survive). [/QUOTE]
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