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
*TTRPGs General
The Trouble With Rules Discussions
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: 9491788" data-attributes="member: 42582"><p>Well, in Moldvay Basic an "adventure" is a dungeon, and the GM is expected to write up those. There is a whole chapter that sets out very good guidelines on how to do it.</p><p></p><p>When it comes to wandering monsters, the GM might write up their own wandering monster table, but I would expect them to adhere closely to the precedent set by the published tables, in so far as these establish what is appropriate difficulty for a given dungeon level.</p><p></p><p>I don't know if you have access to a copy of Gygax's PHB. If you do, read the section, which is at the end just before the Appendices, called Successful Adventures. That contains advice to players, but from it you can also see very clearly how Gygax expects the game to be played.</p><p></p><p>He particularly emphasises planning, with multiple layers: planning load-out (gear, magic and spells) with a close eye on the goal of a dungeon expedition; gathering information, so that goals can be rationally formed and pursued (this connects to the "exploration" aspect of play, mapping, listening at doors, and all those other similar components of classic D&D); not being distracted from a goal once it is set and the expedition has set off; as part of the preceding, avoiding wandering monsters or otherwise dealing with them as effectively as possible.</p><p></p><p>If the GM is going to make decisions about monster placement, numbers, reactions and the like ex tempore, in ways that render collection of information and planning impractical or even impossible, the game has changed very significantly from what Gygax set out. (And what Moldvay's edition is also written to support.)</p><p></p><p>I personally don't play Gygaxian D&D very often, and am not its biggest fan - I find it a bit tedious, as I lack the patience it requires to be done well (both by the GM and the players) - but the approach is a clear one, and Gygax's PHB and (at least parts of) his DMG set out a clear framework for doing it; and Moldvay Basic is an even cleaner set of rules for that sort of game.</p><p></p><p>Generally I play games where the GM is expected to make decisions about encounters with NPCs ex tempore. But those are not really "skilled play" games, at least in the Gygaxian sense. And there are still a whole host of principles that govern how those encounters are framed, although they are different from the combination of map-and-key + wandering monsters that govern the Gygaxian game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9491788, member: 42582"] Well, in Moldvay Basic an "adventure" is a dungeon, and the GM is expected to write up those. There is a whole chapter that sets out very good guidelines on how to do it. When it comes to wandering monsters, the GM might write up their own wandering monster table, but I would expect them to adhere closely to the precedent set by the published tables, in so far as these establish what is appropriate difficulty for a given dungeon level. I don't know if you have access to a copy of Gygax's PHB. If you do, read the section, which is at the end just before the Appendices, called Successful Adventures. That contains advice to players, but from it you can also see very clearly how Gygax expects the game to be played. He particularly emphasises planning, with multiple layers: planning load-out (gear, magic and spells) with a close eye on the goal of a dungeon expedition; gathering information, so that goals can be rationally formed and pursued (this connects to the "exploration" aspect of play, mapping, listening at doors, and all those other similar components of classic D&D); not being distracted from a goal once it is set and the expedition has set off; as part of the preceding, avoiding wandering monsters or otherwise dealing with them as effectively as possible. If the GM is going to make decisions about monster placement, numbers, reactions and the like ex tempore, in ways that render collection of information and planning impractical or even impossible, the game has changed very significantly from what Gygax set out. (And what Moldvay's edition is also written to support.) I personally don't play Gygaxian D&D very often, and am not its biggest fan - I find it a bit tedious, as I lack the patience it requires to be done well (both by the GM and the players) - but the approach is a clear one, and Gygax's PHB and (at least parts of) his DMG set out a clear framework for doing it; and Moldvay Basic is an even cleaner set of rules for that sort of game. Generally I play games where the GM is expected to make decisions about encounters with NPCs ex tempore. But those are not really "skilled play" games, at least in the Gygaxian sense. And there are still a whole host of principles that govern how those encounters are framed, although they are different from the combination of map-and-key + wandering monsters that govern the Gygaxian game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Trouble With Rules Discussions
Top