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The "Smell Test"
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<blockquote data-quote="Libramarian" data-source="post: 5931958" data-attributes="member: 6688858"><p>If that turns out to be the case, then it would start smelling better to me, sure. So far their "old school module" (ignoring background and theme) is quite lame. I actually like backgrounds quite a bit.</p><p>I really hope they take another look at group initiative for core. I'm not entirely sure how individual initiative evolved, but it would be pretty funny if it was because they thought it was more realistic, and then to make it faster they stopped rerolling initiative every round, creating cyclical individual initiative, which feels the least realistic of all.</p><p>For my playtest I convinced a friend with almost no experience DMing to run it, so I could get both the player's perspective and observe how a new DM uses the rules. One thing that struck me is that they never considered using dice to determine the state of the gameworld unless the rules said to do so. They thought they had to decide by pure fiat anything not covered by the rules. So the monsters never broke morale, because they didn't want to end a combat purely by fiat, and monsters tended to attack the PC with the highest AC and HP, because they didn't want to decide that by fiat and be a dick about it. I'm pretty sure new DMs have to be taught to think of the dice like a tool, rather than just part of the rules.</p><p>My players are just about begging me to get back to running our Isle of Dread/Dwellers of the Forbidden City AD&D campaign, so I think we're done playtesting until they make some significant changes.</p></blockquote><p></p>
[QUOTE="Libramarian, post: 5931958, member: 6688858"] If that turns out to be the case, then it would start smelling better to me, sure. So far their "old school module" (ignoring background and theme) is quite lame. I actually like backgrounds quite a bit. I really hope they take another look at group initiative for core. I'm not entirely sure how individual initiative evolved, but it would be pretty funny if it was because they thought it was more realistic, and then to make it faster they stopped rerolling initiative every round, creating cyclical individual initiative, which feels the least realistic of all. For my playtest I convinced a friend with almost no experience DMing to run it, so I could get both the player's perspective and observe how a new DM uses the rules. One thing that struck me is that they never considered using dice to determine the state of the gameworld unless the rules said to do so. They thought they had to decide by pure fiat anything not covered by the rules. So the monsters never broke morale, because they didn't want to end a combat purely by fiat, and monsters tended to attack the PC with the highest AC and HP, because they didn't want to decide that by fiat and be a dick about it. I'm pretty sure new DMs have to be taught to think of the dice like a tool, rather than just part of the rules. My players are just about begging me to get back to running our Isle of Dread/Dwellers of the Forbidden City AD&D campaign, so I think we're done playtesting until they make some significant changes. [/QUOTE]
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