Daztur
Adventurer
What level did you run Horror on the Hill for, BTW? I ran it with 2nd-3rd level 3.5e PCs who had been through B7 Rahasia, while keeping the BECMI stats mostly unaltered, and they *still* found it very, very hard. In the final battle in the throneroom, amongst a sea of bodies the last PC standing, the Cleric, was out of spells and grappling the last hobgoblin royal guard, they were reduced to stabbing each other with daggers! With some lucky rolls the STR 10 Cleric somehow managed to stab the last hobgoblin to death, then dragged out the body of the only other surviving PC. It was epic, but it was really nasty!
We played the B5 module with 0 XP 1ed AD&D characters with DMG rules about negative hit points in effect and 4d6 drop the lowest rolled in order. It took us many many sessions to clear it (which is one reason I don’t think that CaW is so high-prep, make the content nasty and random enough and you can string out a limited amount of prep across a whole bunch of sessions). My fighter didn’t gain a level until the end of session four.
Enjoyable thread.
When someone mentioned that D&D is often players' first introduction to the hobby, I wondered whether a CAS or CAW system would be a better introductory point.
I’d say that if you have an experienced DM and newbie players CaW is generally a superior introduction. In order to appreciate CaS you have to understand the tactical rules and how to use them, which is hard to get across to new players, while you can play a fun CaW game with players who don’t have a clue how the game works (in my view a key advantage of CaW play, there’ll always be players who NEVER learn who the rules work well enough to understand how to use them tactically, but they can still come up with clever CaW plans).
For a newbie DM with players who know the rules, I’d go with CaS for the reasons you state. For a game in which neither the players nor the DM have played before; I’d go with CaW with a well-written module with clear and specific DM instructions that provides a small sandbox with high walls.
Well, I can't of course know how any given person runs their campaign...
That being said, I think if you were to closely examine what you do in enough depth you'd find that there are a structure of conventions that are a bit like arms limitation treaties. The DM and the players abide within certain 'boxes' and if they don't then things can break down.
Even the finest sandbox can't be detailed enough to tell you exactly, without any DM adjudication, exactly what the members of the thieves guild can and can't get up to when someone messes with them. You may have a list of how many thieves and whatnot of what levels and what items they have, and etc. but in a real living society there are so many other factors. How much time and energy do they have to put into a vendetta? Which officials exactly can they bribe and how often and at what cost? Which of the various secrets of the city do they know exactly? Will they torch a whole block of the town to get back at you or is that really beyond what they're willing to do?
Yet these are exactly the sort of questions that "full war" will bring up. The DM will have to rule on these things, even if those rulings are made rather subconsciously and not explicitly. We choose what tables to roll on, and when, and how to interpret the results. We decide when and how the bad guys will come up with and execute plans, etc. It is my thesis that FAR MORE of what actually happens, even in the most structured sandbox, is a reflection of the DM's will and unspoken and unacknowledged conventions about the boundaries of what will and will not work in play.
So in the end 'CaW' is really more of a limited sort of 'brushfire' between the players and the DM than an all-out war. Each side knows (or soon learns) that there is some 'territory' within the whole space of possible game play where the 'fun part' is. Several things bound this, but one of the primary ones is that the players need a significant degree of agency in order to stay interested in the game. If all they do is react constantly to almost unanticipateable attacks from enemies that have no precise limits on what they can do then they'll tend to lose that agency, so the PCs are generally far more the 'active' participants in the story by convention. Other bounds are things like propriety, there are generally certain sorts of acts and imagery that are 'not fun' in a game, and it is VERY uncommon for those bounds to be exceeded (though I know of a few groups who's limits are less strict than others).
You bring up some good points here. It’s impossible to remove DM partiality entirely, but to make CaW work the players always have to feel like they won it was because they were lucky and smart (not because of the DM let them) and when they lost it was because they were dumb and unlucky (not because the DM is a bastard). So there’s tension here.
As for as how to relieve it keeping the sandbox small (at least to start out) so the DM has to fiat less in play can help as do random tables, as has already been mentioned and rule systems like Adventurer Conqueror King has (which answer a lot of questions about “what can an angry thieves guild do?”). Another trick I learned from my current DM is when you have to decide something out of the blue, don’t decide it, decide the range of options and then roll randomly. It’s still fiat, but the fiat is blunted a bit. If you do that, have random tables/notes to fall back on and make sure to only make decisions that really screw the PCs over if they’ve given you enough rope to justify hanging them (for example when, in an old campaign, my character murdered a priest he mistakenly thought was evil he noted a journal lying open in his bedroom, which my character didn’t bother looking at and when the lynch mob was on my character’s heels all I could do was be angry at myself for not reading the journal rather than the DM for tricking me) it’ll hold together, but the illusion that they’re interacting with the world rather than with the DM’s brain will always be to some extent an illusion, but it’s an illusion that’s important to roleplaying.