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Why Worldbuilding is Bad
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<blockquote data-quote="pemerton" data-source="post: 7418395" data-attributes="member: 42582"><p>Which GM are you talking about? <em>You</em> might want to do this. Nothing in the Moldvay Basic rules implies that a GM might do tjhis.</p><p></p><p></p><p></p><p>Because B1 is an introductory module, Mike Carr has a lot of GMing tips at the start of the module. But none of them deal with the stuff you mention. Here is the advice on resting:</p><p></p><p style="margin-left: 20px">If the exploring adventurers wish to suspend the game temporarily during a rest period (when the adventuring characters stop to sleep, as they must do every 24 hours), appropriate notes should be made of each adventurer's status so that resumption of the game can begin at the same point on the next meeting of the players. Their choice of where to camp is a factor to consider, as well, since in this dungeon a check for wandering monsters must be made up to three times for any 8-hour period they remain there (these checks are made at a normal 1 in 6 chance). It is customary to have one or more adventurers in the party standing guard at any one time, as the party members sleep in shifts in order to always have continual protection (although the devious DM may give a slight chance of a guard being asleep if a monster comes. . .). Just as with march order, it is important that players provide the DM with the sleeping location of each member and the placement of the guard or guards, since this may be crucial if and when a monster </p> <p style="margin-left: 20px">approaches from a given direction.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Experience points earned and any benefits gained will only be applicable if and when the adventurers successfully exit the dungeon; experience gained in an adventure is only credited after the adventure is complete. However, successfully exiting the dungeon and then returning later would allow the characters to use experience gained on the previous foray, if applicable. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Generally, eight hours of each twenty-four must be spent resting and sleeping, and prudent adventurers will sleep in shifts with a guard always awake. In this dungeon, three checks will be made each "night" for possible wandering monsters.</p><p></p><p>Notice that it is <em>not</em> assumed that exit from the dungeon will be trivial, as there are various features of the dungeon that mean the PCs may not be able to find their way out without need to sleep first.</p><p></p><p>Again, it's obvious that you wouldn't run a game this way. But Mike Carr's advice to new GMs clearly contemplates running a game in which nothing in the gameworld is established except for the dungeon.</p><p></p><p>The next release - Expert - included wilderness adventuring. So did the AD&D DMG, which was published before either Moldvay Basic or Cook/Marsh Expert.</p><p></p><p>But the point of my posts isn't to discuss commercial publication strategy. It's to point out that there is a perfectly respectable, well-known, approach to D&D adventuring in which (i) the setting is nothing but a single building or underground complex, and (ii) there is no worldbuidling beyond this.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7418395, member: 42582"] Which GM are you talking about? [I]You[/I] might want to do this. Nothing in the Moldvay Basic rules implies that a GM might do tjhis. Because B1 is an introductory module, Mike Carr has a lot of GMing tips at the start of the module. But none of them deal with the stuff you mention. Here is the advice on resting: [indent]If the exploring adventurers wish to suspend the game temporarily during a rest period (when the adventuring characters stop to sleep, as they must do every 24 hours), appropriate notes should be made of each adventurer's status so that resumption of the game can begin at the same point on the next meeting of the players. Their choice of where to camp is a factor to consider, as well, since in this dungeon a check for wandering monsters must be made up to three times for any 8-hour period they remain there (these checks are made at a normal 1 in 6 chance). It is customary to have one or more adventurers in the party standing guard at any one time, as the party members sleep in shifts in order to always have continual protection (although the devious DM may give a slight chance of a guard being asleep if a monster comes. . .). Just as with march order, it is important that players provide the DM with the sleeping location of each member and the placement of the guard or guards, since this may be crucial if and when a monster approaches from a given direction. Experience points earned and any benefits gained will only be applicable if and when the adventurers successfully exit the dungeon; experience gained in an adventure is only credited after the adventure is complete. However, successfully exiting the dungeon and then returning later would allow the characters to use experience gained on the previous foray, if applicable. . . . Generally, eight hours of each twenty-four must be spent resting and sleeping, and prudent adventurers will sleep in shifts with a guard always awake. In this dungeon, three checks will be made each "night" for possible wandering monsters.[/indent] Notice that it is [I]not[/I] assumed that exit from the dungeon will be trivial, as there are various features of the dungeon that mean the PCs may not be able to find their way out without need to sleep first. Again, it's obvious that you wouldn't run a game this way. But Mike Carr's advice to new GMs clearly contemplates running a game in which nothing in the gameworld is established except for the dungeon. The next release - Expert - included wilderness adventuring. So did the AD&D DMG, which was published before either Moldvay Basic or Cook/Marsh Expert. But the point of my posts isn't to discuss commercial publication strategy. It's to point out that there is a perfectly respectable, well-known, approach to D&D adventuring in which (i) the setting is nothing but a single building or underground complex, and (ii) there is no worldbuidling beyond this. [/QUOTE]
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