What are the characteristics of an "olde school game"?


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Alzrius said:
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Party order should always consist of the thief up front to check for traps, then the fighter for when the monsters appear, then the cleric to lend support and healing, and the mage in back of the others so he can cast his spells without being threatened.
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Ummm - only four party member? Dude, how are you going to get past the first room with that anemic group. Mimimum make-up is 5. 1 M/U, 1 Th, 1 Clr, 1 Ftr and 1 more Ftr or Clr to add REAR GUARD! That Wizard is toast if he is always last, first monster that ambushes them and the M/U gets served on biscotti with jelly.

Also if there are any other PCs there should be 2 Ftrs and 2 Clrs min, and don't forget hirelings; no one wants to have to drop that lantern or torch so that the party fights in darkness. Oh and you'll need mules to carry your stuff, and at least 4 weeks of iron rations to get you through to the other side.

As a DM, throw skill checks out the window. This, 'we take 20 and check the room SOP' stuff doesn't happen. If there is a safe hidden behind the painting over the fireplace, the players had better say "I am checking BEHIND the painting over the fireplace", or else they don't find diddly-poo. :)

This is the one things as a DM that really kills the modern game is that players don;t actually have to do anything in order for something to happen. I take 20 and check the room - yes it takes a long time, but there is no possibility of failure. If the players just move from room to room, then they will miss stuff. My favorite 'ye olde school' hiding places for treasure are:
- Behind a brick at the back of a fireplace
- Inside the leg of a table
- A "wand" that glows when Detect Magic is cast upon it - however, the ring at the base of the fancy stick is what is magical.
- In plain sight - (The DM would NEVER put a magic item/treasure/clue in the open)
- Inside books (hollow books)
- Magic weapons in "empty spaces" of weapons rack (Invisible)

We lost 10 characters in the first 200' of Tomb of Horrors and we started with 13. Do the math, dungeons have the three Ds - Dangerous, Delapidated, Deadly -
If it moves, it can kill you. If its old, it can fall apart and kill you. If its stationary, it most likely will kill you and someone else.

But I still miss it. :cool:

Hope this helps.
 



PapersAndPaychecks said:
My opinion about the characteristics of an old school game:

1. The role of a DM is NOT to tell a story to his or her players. The DM provides an interesting and challenging environment for the players to explore and then administers that environment impartially. Players ought to be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.
2. Characters are disposable; it's easy to roll up a new one. All they've normally got in terms of personality, at level 1, is a name... it might be worth investing effort in some background if they live to higher level.
3. Some monster attacks are basically incurable. Undead drain levels and getting them back is a major problem (requiring the help of an 18th level cleric of a Greater God with 18 wisdom who ages several years, irrecoverably, each time he or she cases restoration).
4. Many of the things you meet are poisonous. Poison kills you two times out of three regardless of how many hp you have. Other things turn you to stone, rust your gear or otherwise seriously ruin your day.
5. Killing things gets you XP but taking their stuff gets you three times as much XP. Sensible players avoid fighting.
6. Players aren't heroes. They might become heroes if they win, but the game isn't about players and they aren't entitled to succeed.
7. Imprudence gets you killed.
8. Prudence gets you killed too, but, less often.
9. Traps kill you. Sometimes you get a save, sometimes not.
10. BBEGs are optional.

Ahh, the good old days. Unless, of course, your good old days started with Basic D&D or Dragonlance, but, ye Good Aulde Days.
 

PapersAndPaychecks said:
My opinion about the characteristics of an old school game:

1. The role of a DM is NOT to tell a story to his or her players. The DM provides an interesting and challenging environment for the players to explore and then administers that environment impartially. Players ought to be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.
2. Characters are disposable; it's easy to roll up a new one. All they've normally got in terms of personality, at level 1, is a name... it might be worth investing effort in some background if they live to higher level.
3. Some monster attacks are basically incurable. Undead drain levels and getting them back is a major problem (requiring the help of an 18th level cleric of a Greater God with 18 wisdom who ages several years, irrecoverably, each time he or she cases restoration).
4. Many of the things you meet are poisonous. Poison kills you two times out of three regardless of how many hp you have. Other things turn you to stone, rust your gear or otherwise seriously ruin your day.

7. Imprudence gets you killed.
8. Prudence gets you killed too, but, less often.
9. Traps kill you. Sometimes you get a save, sometimes not.

And the above are some of the reasons I don't do "old school" anymore. :)
 





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