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General Tabletop Discussion
*TTRPGs General
What are the characteristics of an "olde school game"?
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<blockquote data-quote="Thunderfoot" data-source="post: 3604269" data-attributes="member: 34175"><p>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.</p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>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:</p><p>- Behind a brick at the back of a fireplace</p><p>- Inside the leg of a table</p><p>- A "wand" that glows when <em>Detect Magic </em> is cast upon it - however, the ring at the base of the fancy stick is what is magical.</p><p>- In plain sight - (The DM would NEVER put a magic item/treasure/clue in the open)</p><p>- Inside books (hollow books)</p><p>- Magic weapons in "empty spaces" of weapons rack (<em>Invisible</em>)</p><p></p><p>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 - </p><p>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.</p><p></p><p>But I still miss it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 3604269, member: 34175"] 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 [I]Detect Magic [/I] 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 ([I]Invisible[/I]) 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. [/QUOTE]
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