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Theater of the Mind

Or any version of D&D that isn't 3e, Pathfinder, or 4e!

AD&D is, when you actually read the rules, worse than 3e for theatre of the mind. (4e is admittedly worse yet - but only because of the forced movement). Of course you can ignore the rules in AD&D but that's a whole different story.

First there's the measurement schema. Distances in yards and feet, or even (and more damning yet) inches as if it were a wargaming table. Fiddly range bands. Reach weapons. Opportunity attacks for leaving combat. Fiddly differences in speed. Then, and making AD&D worse for Theatre of the Mind exact distances and angles can measure for spells like fireball and lightning bolts can matter. Everything that gets in the way of running 3e Theatre of the Mind was present in AD&D.

Games that are actually designed for theatre of the mind have ranges like engaged (in each others faces, swordrange), close (one move from engaged, point blank, throwing weapon and Tueller Drill distances), Medium (bow shot, extreme throwing weapons), Far (Long bow shot or rifle shot), Extreme (dot in the distance). And the rules are designed round these distances rather than exact measurements in feet or even tabletop wargaming inches.
 

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AD&D is, when you actually read the rules... <snip>
But I have! Many times, over the past 27 years. In fact, my current AD&D campaign just had it's 2nd birthday!

Of course you can ignore the rules in AD&D but that's a whole different story.
We ignore some of them, certainly. It's been my experience most people who play the game do.

First there's the measurement schema. Distances in yards and feet, or even (and more damning yet) inches as if it were a wargaming table. Fiddly range bands. Reach weapons. Opportunity attacks for leaving combat. Fiddly differences in speed. Then, and making AD&D worse for Theatre of the Mind exact distances and angles can measure for spells like fireball and lightning bolts can matter. Everything that gets in the way of running 3e Theatre of the Mind was present in AD&D.
All of this is true and none of it is important (AFAIC).

It all boils down to player expectations and the version of the game actually played around the table (as opposed to the theoretical ideal version that lives in the rule books). My experience over the years is that AD&D players use a battle map, minis, and/or precise measurements in true miniatures wargaming style less than half the time. Quite a bit less. In fact, I don't think I've ever been in a group that broke out a tape measure...

I'd say the majority of my AD&D experience has been with Theater of the Mind combat. And it works fine. From my vantage point, this is the game people actually play (no disrespect meant to those who play it otherwise).

My experiences with 3e & 4e are the opposite. Most combats featured a battle map, figures/tokens, square-counting, spell templates, etc. This was expected, the default mode of play.
 

My experiences with 3e & 4e are the opposite. Most combats featured a battle map, figures/tokens, square-counting, spell templates, etc. This was expected, the default mode of play.
FWIW I never saw the need for a battlemap in 3e. Particularly if you're willing to be fuzzy on ranges and speeds
 

FWIW I never saw the need for a battlemap in 3e. Particularly if you're willing to be fuzzy on ranges and speeds

I've played 2e and 3e with/without battlemat.

I think the key benefits for battle mat were:
rapid communication of who's where for my turn
prevention of Mr. I'm Everywhere from taking the loot and being everywhere due to lack of tighter management
 

Does anyone have any good tips for getting more out of TotM?
I had a reply written up, but then ENworld went down so I formatted it and slapped it on my blog instead. Here it is, copied and pasted back:
[h=3]Theater of the Mind in Practice[/h]

In my experience, there are two kinds of battles that are suitable for Theater of the Mind.
(1) Fights with many combatants milling around one fixed point of reference.
(2) Fights with one enemy combatant moving between several fixed points of reference.


Fights with several enemy combatants moving between several fixed points of reference aren't really suitable for TotM.


[h=3]If You Have One Fixed Point of Reference[/h]If you’re running a fight around one fixed point, the main opportunity for environmental interaction obviously must come from that fixed point. A good example of this kind of fight is theDDN in-house playtest where the party and the orcs are fighting around a flamethrower contraption. From what I've seen, players find it satisfying to destroy or mangle the fixed point of reference; again, the playtest fight offers a great example of this. So it’s best to make that fixed point something that’s in effect a barrel of dynamite with multiple brightly colored fuses just waiting to be lit, or an extremely expensive and fragile vase that somebody doesn’t want to see broken.


[h=3]If You Have One Enemy[/h]If you’re running a fight with a single enemy (usually a boss type), then there are a couple different things to keep in mind.


First, the single enemy can use terrain features like he would his minions. For example, he can use the terrain to as blockers: the archetype is probably the teleporting mage that moves from alcove to alcove in order to keep out of sword reach of the fighter. The enemy might use the terrain to heal himself somehow—I just played through kotr on my iPad, and the final battle is fresh in my mind. The enemy might use the terrain to inflict damage—I’m always reminded of the examples back in one of the 2E supplements where an enemy has about ten loaded heavy crossbows mounted in a line as the PCs charge in and he moves between them inflicting some pretty serious damage in the first couple rounds of combat.


Second, if there is really only one enemy, it’s a safe bet that either he or the players will find themselves on the run at some point. So you will want to decide beforehand whether the fixed points of reference will aid or stymie escape, and also what avenues for escape are actually available.


[h=3]The Sniper: Exploration with Combat Elements[/h]There is another kind of TotM battle that probably has a fancy name of which I am unaware: I like to call it "exploration with combat elements". In this type of fight, there are enemies present either taking pot shots at the PCs, or threatening to. I don’t use strict timekeeping for this kind of fight; instead, I just ask everyone what they’re doing and update the NPC actions whenever it feels appropriate.


Usually this kind of fight is actually a built-in clock against which the PCs must race while attempting to complete some other task. For example, if the players are attempting to fend off a pitchfork mob while working to free a prisoner from jail, they have to contend with the occasional stone or hunting arrow shot in their direction, but the real purpose is to remind the players that they have a finite amount of time to complete the exploration task before the mob loses its temper and decides to burn the jail down with them in it.


[h=3]Final Thoughts[/h]The last thing to keep in mind about TotM is that there’s no shame in deciding that this particular battle has gotten too complicated for TotM, and just throw together a sketch so everyone’s on the same page again. For that matter, there’s no shame in keeping a little sketch behind the screen for you keep tabs on who’s where doing what to whom, especially if there are things happening off camera that you need to keep track of.
 

"willing to be fuzzy on ..." pretty much sums up my greatest reservation about theater of the mind gaming, or its kissing cousin rules-less roleplaying.Both are good ways to roleplay, don't misunderstand me, but I think a game specifically designed for that is a better choice for that style. And D&D has never really been designed that way.

To me 3.5 and 4E really turned the screws and tightened them on being specific where everyone and everything was, and what was exactly going on. I like it, but I like it less than before. 1E and 2E were more free and worked better with theater of the mind style, but I still think using other systems is the best bet.
 

I'd say the majority of my AD&D experience has been with Theater of the Mind combat. And it works fine. From my vantage point, this is the game people actually play (no disrespect meant to those who play it otherwise).
Maybe there are regional differences? In 29 nine years of playing D&D we've been using minis (or tokens) to represent battles all of the time except for the first few couple of sessions. The problem is: 'Theatre of the Mind' fails if only one of the players (or the DM) isn't completely on board with it all the time. In the groups I participated in, there were always debates about exact positioning: "What? How can the monster attack me? I'm in a competely different corner of the room. If there was a monster that close to me you should have told me. No way would I have stayed put there otherwise." This carried over to other systems as well. We may not have used tape measures but I clearly remember sessions being interrupted to calculate the trajectory and blast volume covered by a fireball.

The only thing that changed with 3e/4e was the sophistication of the game aids we used: Instead of scrap paper, tokens and the occasional lead miniature we started using pre-painted plastic minis, dungeon tiles and poster maps.
 

"willing to be fuzzy on ..." pretty much sums up my greatest reservation about theater of the mind gaming, or its kissing cousin rules-less roleplaying.Both are good ways to roleplay, don't misunderstand me, but I think a game specifically designed for that is a better choice for that style. And D&D has never really been designed that way.

To me 3.5 and 4E really turned the screws and tightened them on being specific where everyone and everything was, and what was exactly going on. I like it, but I like it less than before. 1E and 2E were more free and worked better with theater of the mind style, but I still think using other systems is the best bet.
I think it's a little bit easier. I find that most D&D combats boil down to things like "can we get within medium range before being noticed", "can I charge this guy", and, of course "is there an attack of opportunity for that". 95% of which are easy to adjudicate without a map. If you really care about the 5%, try a system that doesn't have so many fiddly bits.
 

I think it's a little bit easier. I find that most D&D combats boil down to things like "can we get within medium range before being noticed", "can I charge this guy", and, of course "is there an attack of opportunity for that". 95% of which are easy to adjudicate without a map. If you really care about the 5%, try a system that doesn't have so many fiddly bits.

Actually I had done a bit of that in my last session. The players had split up into a few groups of two and a couple solo'd. I had asked everyone what range they wanted to sneak to before the fight began and gave them varying bonuses or penalties depending on how close they wanted to get and then resolved them in the order of furthest first. Only asking for rolls of a particular range.

So i had 1 for long range, 2 for medium range and 3 for close range.

I had the long range player roll his stealth, then the medium range players and finally the close range players. They all succeeded so they gained a surprise round, but had they failed i would have had the ranges at that point stay frozen, for instance had a medium range player fail everyone who was trying to get to close range would have been stuck at medium range.
 

I think it's a little bit easier. I find that most D&D combats boil down to things like "can we get within medium range before being noticed", "can I charge this guy", and, of course "is there an attack of opportunity for that". 95% of which are easy to adjudicate without a map. If you really care about the 5%, try a system that doesn't have so many fiddly bits.

95% with D&D really sounds like an exaggeration to me, especially if you follow the rules closely, which is an assumption I made when I made my post. If hte rules are followed loosely, then it is easier, of course.
 

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