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*Dungeons & Dragons
So I ran an oldschool competitive dungeon in 5e...
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<blockquote data-quote="pming" data-source="post: 7292520" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> [MENTION=6910474]DRF[/MENTION], on thing about 1e was, iirc, traps like pit traps, falling block traps, etc. were not "100% guaranteed". I believe that when a PC "walked over" a trap, the DM rolled 1d6. On a 1 (or was it 1-2?) the trap was sprung...otherwise it wasn't. I have had it where an entire party of PC's walked 'over' a pit trap, then got into a nasty fight, and when the survivors ran away, sprung it on the way <em>back</em>. They were not impressed. I just kinda smiled as a DM and shrugged my shoulders.</p><p></p><p>I don't *think* that was a house rule...but last time I played straight 1e was about 5 or 6 years ago.</p><p></p><p>With regard to C1, one of the most memorable encounters I remember is the one with the gibbering mouther. I can remember DM'ing it as a sort of "amalgamation" of all the poor souls that were sacrificed down there. It had a much more 'face-like' look to it in stead of just a mass of eyes and mouths...sort of like an ever-undulating mass of tortured people stuck inside some sort of unbreakable pudding-shape where faces would press out against the 'skin' in wails of agony and desperate pleas for help in all sorts of languages. Pretty Lovecraftian, really. <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=":)" /> Really had the players icked out and such.</p><p></p><p>I also remember that when we played it in 'campaign mode' (not tournament) I had some chance of the PC's walking into a pocket of 'bad air' so it always kept them on edge when I asked them each to roll some dice (can't remember the chance). I also played up the "spooky haunted-ness" of it that game. Shadows that seemed to move on their own, whispers, ghostly shapes that turn out to be whisps of fog, that kind of thing. </p><p></p><p>One thing with "old school" modules...they can be run in any number of ways without much (if any) tweaking! <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=":)" /> There's no 'pre-planned' story line or expectation of player choice (usually). Wish WotC would make good old fashioned "Dungeon Adventure Modules". Glad that Goodman Games made the whole Dungeon Delve Classics! I use some of them for other "D&D" games (and non-d&D games!). Great stuff!</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7292520, member: 45197"] Hiya! [MENTION=6910474]DRF[/MENTION], on thing about 1e was, iirc, traps like pit traps, falling block traps, etc. were not "100% guaranteed". I believe that when a PC "walked over" a trap, the DM rolled 1d6. On a 1 (or was it 1-2?) the trap was sprung...otherwise it wasn't. I have had it where an entire party of PC's walked 'over' a pit trap, then got into a nasty fight, and when the survivors ran away, sprung it on the way [I]back[/I]. They were not impressed. I just kinda smiled as a DM and shrugged my shoulders. I don't *think* that was a house rule...but last time I played straight 1e was about 5 or 6 years ago. With regard to C1, one of the most memorable encounters I remember is the one with the gibbering mouther. I can remember DM'ing it as a sort of "amalgamation" of all the poor souls that were sacrificed down there. It had a much more 'face-like' look to it in stead of just a mass of eyes and mouths...sort of like an ever-undulating mass of tortured people stuck inside some sort of unbreakable pudding-shape where faces would press out against the 'skin' in wails of agony and desperate pleas for help in all sorts of languages. Pretty Lovecraftian, really. :) Really had the players icked out and such. I also remember that when we played it in 'campaign mode' (not tournament) I had some chance of the PC's walking into a pocket of 'bad air' so it always kept them on edge when I asked them each to roll some dice (can't remember the chance). I also played up the "spooky haunted-ness" of it that game. Shadows that seemed to move on their own, whispers, ghostly shapes that turn out to be whisps of fog, that kind of thing. One thing with "old school" modules...they can be run in any number of ways without much (if any) tweaking! :) There's no 'pre-planned' story line or expectation of player choice (usually). Wish WotC would make good old fashioned "Dungeon Adventure Modules". Glad that Goodman Games made the whole Dungeon Delve Classics! I use some of them for other "D&D" games (and non-d&D games!). Great stuff! ^_^ Paul L. Ming [/QUOTE]
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So I ran an oldschool competitive dungeon in 5e...
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