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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The silver baton torch stub in T1
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="Celebrim" data-source="post: 5056918" data-attributes="member: 4937"><p>I'm ok with that. I want the game to support different approaches. I can't tell you what the 'one true approach' is. I can tell you what approach was promoted by Gygax based on his modules and the 1e DMG, and that was, treasure should rarely be unguarded and if unguarded should probably be hidden in some fashion. Gygaxian dungeons are liberally sprinkled with forgotten treasures awaiting the careful and curious player. Gygaxian treasure is often in the form of art objects, some of which aren't obviously valuable, some of which aren't particularly portable, and many of which involve some interaction with the enviornment to find.</p><p></p><p>In the case of this silver baton, I don't think its a particularly classic Gygaxian puzzle. I think that there is some difficulty determining from the text how he planned to run the room. I know how I would run the room, and have described it in detail, but I'm almost certain Gygax would have run it differently although I'm not sure exactly what that different way would be. I think the fact that this was an introductory module and this was a low value treasure meant that he wasn't particularly interested in hiding it from even minimal interaction. From a Zork perspective, this is a treasure you don't get alot of points for and which primarily serves to teach the new player, "You can sometimes find hidden treasures if you interact with things." </p><p></p><p></p><p></p><p>But Gygax spent several pages of the 1E DMG addressing this very point. Gygax very certainly believed that somewhere in the range in between was 'skillful play'. Gygax believed that the reward should merit the effort, and that the effort should be sufficient to keep the players interested because of the challenge, but not so much that the players became frustrated or bored.</p><p></p><p>Exactly how that balance is achieved will I think depend on the skillfulness and demeanor of a particular group of players, but I will say that I've very little sympathy for the player that demands of the DM easy access to treasure with little effort as the player's right. I have very little empathy with the player that demands that the treasure they find meet some absolute standard of expected treasure and if it doesn't they are somehow being cheated. I think this is not skillful play. Skillful play on the part of the DM is that the amount of treasure is sufficient reward for the effort and that the player resources are sufficient to meet the challenge posed. Skillful play on the part of the player is utilizing the resources you have at your disposal to overcome the challenges you face, even when and especially when those resources aren't the ideal ones for the job. I actually do believe that the idea of planning out what treasures you are going to have at some future point in the game is bad for the game and actually detrimental to player enjoyment. A fixed treasure reward is sort of the McDonald's of D&D gaming. On the one hand, it's nice to going into a restaurant and know exactly what to expect, but on the other hand there is a whole world of gastronomical and culinary excellence waiting to be found by the more adventurous sort that is willing to risk it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5056918, member: 4937"] I'm ok with that. I want the game to support different approaches. I can't tell you what the 'one true approach' is. I can tell you what approach was promoted by Gygax based on his modules and the 1e DMG, and that was, treasure should rarely be unguarded and if unguarded should probably be hidden in some fashion. Gygaxian dungeons are liberally sprinkled with forgotten treasures awaiting the careful and curious player. Gygaxian treasure is often in the form of art objects, some of which aren't obviously valuable, some of which aren't particularly portable, and many of which involve some interaction with the enviornment to find. In the case of this silver baton, I don't think its a particularly classic Gygaxian puzzle. I think that there is some difficulty determining from the text how he planned to run the room. I know how I would run the room, and have described it in detail, but I'm almost certain Gygax would have run it differently although I'm not sure exactly what that different way would be. I think the fact that this was an introductory module and this was a low value treasure meant that he wasn't particularly interested in hiding it from even minimal interaction. From a Zork perspective, this is a treasure you don't get alot of points for and which primarily serves to teach the new player, "You can sometimes find hidden treasures if you interact with things." But Gygax spent several pages of the 1E DMG addressing this very point. Gygax very certainly believed that somewhere in the range in between was 'skillful play'. Gygax believed that the reward should merit the effort, and that the effort should be sufficient to keep the players interested because of the challenge, but not so much that the players became frustrated or bored. Exactly how that balance is achieved will I think depend on the skillfulness and demeanor of a particular group of players, but I will say that I've very little sympathy for the player that demands of the DM easy access to treasure with little effort as the player's right. I have very little empathy with the player that demands that the treasure they find meet some absolute standard of expected treasure and if it doesn't they are somehow being cheated. I think this is not skillful play. Skillful play on the part of the DM is that the amount of treasure is sufficient reward for the effort and that the player resources are sufficient to meet the challenge posed. Skillful play on the part of the player is utilizing the resources you have at your disposal to overcome the challenges you face, even when and especially when those resources aren't the ideal ones for the job. I actually do believe that the idea of planning out what treasures you are going to have at some future point in the game is bad for the game and actually detrimental to player enjoyment. A fixed treasure reward is sort of the McDonald's of D&D gaming. On the one hand, it's nice to going into a restaurant and know exactly what to expect, but on the other hand there is a whole world of gastronomical and culinary excellence waiting to be found by the more adventurous sort that is willing to risk it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The silver baton torch stub in T1
Top