Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Alexandrian’s Insights In a Nutshell [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9285841" data-attributes="member: 42582"><p>For me, this raises a question, or perhaps its better to say it generates an implication, that I've often pointed to in contrasting Gygax's PHB with his DMG.</p><p></p><p>Gygax's PHB concludes (prior to its appendices) with a discussion of Successful Adventuring. This includes play advice, which is based mostly around the idea of <em>first</em>, scout and map some part of the dungeon so as to identify an objective for a raid, <em>and then</em> prepare for the raid, and undertake it, very purposefully. The premise of this advice is that rooms are keyed, so that at the first stage the players can (in effect) reveal the key, and then at the second stage, act on that knowledge.</p><p></p><p>The advice becomes useless if the key is not stable. Gygax in his DMG gives advice about "living" and "responsive" dungeon" which will have the effect of making the key not stable. This undermines the advice he gave a year earlier in his PHB.</p><p></p><p>The idea of "adversary rosters" seems to me to raise a similar concern: it makes it hard for the players to obtain reliable information about the dungeon, which they can then plan around.</p><p></p><p>Have I missed something? Is there some other workaround I've not noticed? Or is the idea of <em>players reveal the key, then prep and act on that knowledge</em> not an element of the play in which adversary rosters figure?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9285841, member: 42582"] For me, this raises a question, or perhaps its better to say it generates an implication, that I've often pointed to in contrasting Gygax's PHB with his DMG. Gygax's PHB concludes (prior to its appendices) with a discussion of Successful Adventuring. This includes play advice, which is based mostly around the idea of [I]first[/I], scout and map some part of the dungeon so as to identify an objective for a raid, [I]and then[/I] prepare for the raid, and undertake it, very purposefully. The premise of this advice is that rooms are keyed, so that at the first stage the players can (in effect) reveal the key, and then at the second stage, act on that knowledge. The advice becomes useless if the key is not stable. Gygax in his DMG gives advice about "living" and "responsive" dungeon" which will have the effect of making the key not stable. This undermines the advice he gave a year earlier in his PHB. The idea of "adversary rosters" seems to me to raise a similar concern: it makes it hard for the players to obtain reliable information about the dungeon, which they can then plan around. Have I missed something? Is there some other workaround I've not noticed? Or is the idea of [I]players reveal the key, then prep and act on that knowledge[/I] not an element of the play in which adversary rosters figure? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Alexandrian’s Insights In a Nutshell [+]
Top