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Younger Players Telling Us how Old School Gamers Played
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<blockquote data-quote="pemerton" data-source="post: 8831100" data-attributes="member: 42582"><p>[USER=82106]@AbdulAlhazred[/USER]</p><p></p><p>Thanks for posting that. My first thought on "newed" is that is is "nested". And I interpreted the bit about "underworld adventures" to be a gloss on the dungeon expedition rule - note that the 1 week is for prep plus a 1-day expedition; if you're doing a more-than-one-day expedition then you're in the throes of an expedition into the underworld and are subjected to the 1-imaginary-day-per-real-day rule: which I think favours players over the GM/monsters, as it allows them to rest up without being subject to wandering monster checks. I can imagine in practice that a session like that would end with the GM getting the players to explain what they do to remain safe in the dungeon/underworld, given that they've not left it as per the more typical 1-day-in-and-out mode of dungeon expedition.</p><p></p><p>At the heart of the "rule", it seems to me, is a way of allotting downtime without having to actually play it out; while recognising that wilderness exploration needs its own distinct approach to tracking time. It fits well with abstracted upkeep rules (like the 100 gp per level per month suggested in Gygax's DMG). Personally I think that the Torchbearer 2e approach to this - adventure phase, camp phase and town phase - is superior, although TB does drop one of Gygax's options: Gygax has in mind that different PCs can easily end up at different places on the imaginary calendar, resulting in restrictions on who can adventure with whom. Whereas TB simply stipulates that all PCs must all be in the same phase together.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8831100, member: 42582"] [USER=82106]@AbdulAlhazred[/USER] Thanks for posting that. My first thought on "newed" is that is is "nested". And I interpreted the bit about "underworld adventures" to be a gloss on the dungeon expedition rule - note that the 1 week is for prep plus a 1-day expedition; if you're doing a more-than-one-day expedition then you're in the throes of an expedition into the underworld and are subjected to the 1-imaginary-day-per-real-day rule: which I think favours players over the GM/monsters, as it allows them to rest up without being subject to wandering monster checks. I can imagine in practice that a session like that would end with the GM getting the players to explain what they do to remain safe in the dungeon/underworld, given that they've not left it as per the more typical 1-day-in-and-out mode of dungeon expedition. At the heart of the "rule", it seems to me, is a way of allotting downtime without having to actually play it out; while recognising that wilderness exploration needs its own distinct approach to tracking time. It fits well with abstracted upkeep rules (like the 100 gp per level per month suggested in Gygax's DMG). Personally I think that the Torchbearer 2e approach to this - adventure phase, camp phase and town phase - is superior, although TB does drop one of Gygax's options: Gygax has in mind that different PCs can easily end up at different places on the imaginary calendar, resulting in restrictions on who can adventure with whom. Whereas TB simply stipulates that all PCs must all be in the same phase together. [/QUOTE]
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