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Worlds of Design: Gun vs. Sword
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<blockquote data-quote="Celebrim" data-source="post: 7804498" data-attributes="member: 4937"><p>Even if they had done so, they typically would have been better off had their not been a dungeon at all. If you mobilize the entire dungeon against the PC's, then the PC's can at least find choke points where the full numbers of the opposing force can't be brought to bear against them and they cannot be easily outflanked and attacked on all sides.</p><p></p><p>As for playing dumb, the real question I'm putting forward is not a question of how efficiently or inefficiently the DM plays the opposing force. I presume that different DMs played monsters with different degrees of competency, for a variety of different reasons, varying from differences in personal tactical aptitude, to different perceptions of how much fog of war the monsters would experience, to different perceptions of how much they should metagame to challenge or not challenge the players. But the real issue I was trying to highlight in that post was just how much aid the dungeon was actually providing to its inhabitants regardless of how tactically adept and organized the DM played them. What features actually made the dungeon defensible?</p><p></p><p>Gygax has a section in the DMG on how organized different sorts of monsters should be, and had a tendency to like generating fights where practically the whole dungeon turned out to fight the PC's in one prolonged fight. But he doesn't actually ever create dungeons that really help those inhabitants defend themselves in a particularly clever way. Even the gaurdposts in B1 only serve to help turn the whole dungeon out to fight the PC's in one prolonged fight while at the same time only serve to ensure that monsters won't be able to take advantage of their numerical superiority.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7804498, member: 4937"] Even if they had done so, they typically would have been better off had their not been a dungeon at all. If you mobilize the entire dungeon against the PC's, then the PC's can at least find choke points where the full numbers of the opposing force can't be brought to bear against them and they cannot be easily outflanked and attacked on all sides. As for playing dumb, the real question I'm putting forward is not a question of how efficiently or inefficiently the DM plays the opposing force. I presume that different DMs played monsters with different degrees of competency, for a variety of different reasons, varying from differences in personal tactical aptitude, to different perceptions of how much fog of war the monsters would experience, to different perceptions of how much they should metagame to challenge or not challenge the players. But the real issue I was trying to highlight in that post was just how much aid the dungeon was actually providing to its inhabitants regardless of how tactically adept and organized the DM played them. What features actually made the dungeon defensible? Gygax has a section in the DMG on how organized different sorts of monsters should be, and had a tendency to like generating fights where practically the whole dungeon turned out to fight the PC's in one prolonged fight. But he doesn't actually ever create dungeons that really help those inhabitants defend themselves in a particularly clever way. Even the gaurdposts in B1 only serve to help turn the whole dungeon out to fight the PC's in one prolonged fight while at the same time only serve to ensure that monsters won't be able to take advantage of their numerical superiority. [/QUOTE]
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