Raven Crowking
First Post
(Slightly surprising, given our recent disagreements about meaning!)
I still have no idea of what you were trying to convey in that recent disagreement.

(Slightly surprising, given our recent disagreements about meaning!)
I think old school means something. There are some play elements unique to old school - the mega-dungeon, large parties with lots of henchmen and hirelings, and the OD&D playstyle Ariosto mentions upthread (a high player to DM ratio, frequent play, a small subset of the player base arranging a time to meet with the DM).
And there are other elements strongly associated with old school but not unique to it - high PC death rate, very gamist play, lack of realism, lots of random generation, classes balanced over the long-term, many discrete sub-systems.
there should be some high-level, very tricky and clever chaps in the nearest inhabitation to the dungeon, folks who skin adventures [sic] out of their wealth just as prospectors were generally fleeced for their gold in the Old West. When the campaign turkies flock to town trying to buy magical weapons, potions, scrolls, various other items of magical nature, get a chum turned back to flesh, have a corpse resurrected, or whatever, make them pay through their proverbial noses. For example, what would a player charge for like items or services? Find out, add a good bit, and that is the cost you as referee will make your personas charge.
No, the gift shop's outside.It is often a temptation to the referee to turn his dungeons into a veritable gift shoppe of magical goodies
I found a quote in Strategic Review Vol 2 issue 2 which seems to recommend that magic items can be purchased by PCs from NPCs -
I found a quote in Strategic Review Vol 2 issue 2 which seems to recommend that magic items can be purchased by PCs from NPCs -
When I began reading the passage I assumed the 'very tricky and clever chaps' would be con-men, selling the PCs fake magic items, as the article is largely concerned with advising DMs to be stingier with treasure and magic items, to make players work harder for their loot and levels. But no, permanent magic items can be purchased from 'magic marts' in old school play, albeit at a high cost. And, of course, PCs can purchase such items from other PCs for a lower cost.
No, the gift shop's outside.
Gary Gygax, I should've fully attributed the quote.Who wrote it?
We're probably too negative about 2nd ed on ENworld, it gets shot at by both sides. Dragonlance, in particular. Someone should start a thread about the positives of high fantasy, epic quests and heroes who are real heroes.But I also admit I get annoyed by the tendency of some to blame the things that hooked me--Dragonlance, Ravenloft, Elmore and Caldwell art, 2nd Edition--for 'ruining the game.')
I agree with you that tricking the players with a fake magic item sale is very Gygaxian, and not new school.The expectation that magic items are for sale, at a standard price, and that the items in question be unambiguosly genuine IS a new school idea.![]()
I agree with you that tricking the players with a fake magic item sale is very Gygaxian, and not new school.
However the idea of the magic item being on sale, for more than a PC charges for it, is very much in accordance with 3e and 4e. And I think Gary means less than a double, or quintuple, charge when he says 'add a good bit'. 4e seems to be much stingier than Gygax, at least in this instance.
However the idea of the magic item being on sale, for more than a PC charges for it, is very much in accordance with 3e and 4e. And I think Gary means less than a double, or quintuple, charge when he says 'add a good bit'. 4e seems to be much stingier than Gygax, at least in this instance.
(As a side thought, it occurs to me when writing this that there is definite link between the placement of treasure in 1e, and the "follow me" treasure in 4e. In the 1e case, a great amount of treasure is placed that the PCs are not expected to find; this helps to ensure that the PCs will be able to locate and recover a reasonable level of reward. In 4e, "follow me" treasure performs the same function.
Given that WotC-D&D tends to funnel toward fantasy-novel play....rather than the fantasy-world play expectations of 1e....that might in fact be a very good decision. Gygaxian play assumes that if party X fails to find treasure Y, well, Y is still a viable campaign element due to the persistence of the site as an actual in-play feature of the world. Contrast this with, say, an AP, where the dungeon site may never be used again by plan. With the AP set-up, what isn't used is wasted. With the fantasy-world set-up, whatever isn't used now is simply waiting in the wings to be used later.
I vastly prefer fantasy-world to fantasy-novel, but thinking of this element of 4e in this way does give me a new appreciation of the thought put into that game's design.)
RC