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Why defend railroading?
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<blockquote data-quote="Thomas Shey" data-source="post: 8340468" data-attributes="member: 7026617"><p>Well, with the old style pseudo-simulationist games, that was always based on the assumption the GM knew how far away it was and the speed of the vehicle per day, and voila (if, instead, you're saying OT didn't have speed-per-day listed for vehicles, I'm a little startled; skipping things like that is something I find pretty common in modern games (even ones where it might be relevant like post-apocalypse games), but I'm not used to it with games of that era).</p><p></p><p>The oddity of the OD&D and near outdoor encounter tables was that relatively early on you have the whole hexcrawl idea, but it was actually pretty hard to run one for a new GM, unlike dungeons, because the warning rules (that is to say, things that would tell you when you were potentially about to get into an encounter you really, really didn't want to be in) ranged from sketchy to nonexistent, and with the lack of power-tiering with outdoor encounters, that's pretty critical, which a fresh-off-the-turnip-truck GM could learn the hard way.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8340468, member: 7026617"] Well, with the old style pseudo-simulationist games, that was always based on the assumption the GM knew how far away it was and the speed of the vehicle per day, and voila (if, instead, you're saying OT didn't have speed-per-day listed for vehicles, I'm a little startled; skipping things like that is something I find pretty common in modern games (even ones where it might be relevant like post-apocalypse games), but I'm not used to it with games of that era). The oddity of the OD&D and near outdoor encounter tables was that relatively early on you have the whole hexcrawl idea, but it was actually pretty hard to run one for a new GM, unlike dungeons, because the warning rules (that is to say, things that would tell you when you were potentially about to get into an encounter you really, really didn't want to be in) ranged from sketchy to nonexistent, and with the lack of power-tiering with outdoor encounters, that's pretty critical, which a fresh-off-the-turnip-truck GM could learn the hard way. [/QUOTE]
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