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On Sat, 13 Jul 2024 09:45:12 +0100, JAB <noway@nochance.com> wrote:[snip]
>On 11/07/2024 16:23, Spalls Hurgenson wrote:On Thu, 11 Jul 2024 09:31:05 +0100, JAB <noway@nochance.com> wrote:
On 10/07/2024 12:22, Zaghadka wrote:On Wed, 10 Jul 2024 09:28:12 +0100, in comp.sys.ibm.pc.games.action, JAB>
wrote:
>Another one of my pet peeves, monsters that just inhabit rooms waiting>
to be killed by some passing adventurers. Do they never eat, sleep, work?
Ah, the Gygax approach. Yeah, that's why 2e introduced this whole novel
concept called "ecology." That and the idea that creatures - that should
be mortal enemies - are just hanging out in one room, never leaving,
while the other group they hate hangs out in another is silliness.
>
That chimes with my experience of playing AD&D 'back in the day'. We
used to run pre-written modules mixed with homebrew ones and naturally
the 'formula' of the former was the basis for the latter. Get to
dungeon, kill everything and grab the loot. We even had a DM that
dispensed with all the faff of finding the dungeon and just placed you
at the entrance.
In fairness, while the conceit of the dungeon-crawl was fairly basic
in the day, even the early modules had the expectation of a more
robust and reactive world. But the modules were rarely written with
that intention stated outright, almost never giving out specific
alternatives and details on what to do should the players stray from
the expected path. It was left unsaid, and so many DMs -sticking to
the text- played the game exactly as written, which led to a lot of
very static dungeons where you COULD rest at will, with enemy NPCs
(who were little more than hit-points and stat-blocks) that cheerfully
remained cloistered in their assigned rooms until the players stumbled
upon them.
Here I'll weigh in. The fact that the entire Bard class even exists tells>The TL;DR is that while a lot of D&D modules come across as fairly>
uninspired dungeon-crawls (and undeniably that is how most of them
actually /were/ played), I don't get the impression that's how the
writers EXPECTED them to be played.
Is that's really what they thought I haven't seen any real evidence of
it and they did an awful job of saying that's how the game was supposed
to be played which is what I would have expected at least somewhere.
I don't disagree with that. ;-)
>There really is almost nothing in the official written material that>
pushed forward that's how the game was supposed to be played.
A few hints are scatted in the official rulebooks that the world
should be reactive (DMG 1E p104, for instance) but I agree, actual
recommendations on the matter were fairly scarce. Then again, actual
advice on how to play the game /in general/ wasn't that common either;
almost the entire focus of those original rulebooks was on
dice-rolling rather than the more ephermeral roleplaying. Still, There
was a lot of stuff written in The Dragon Magazine with suggestions
along these lines, although how 'official' you may consider that is up
to debate. But if you read on how Gygax played his own campaigns, you
do see that he didn't run adventures where everything was static and
dependent on player actions.
>
That lack of clear language was a result of a blindness on the part ofYup. It was written as a loose set of rules for adults, who knew other
Gygax and TSR; a failure to see that such obvious (to them)
instruction was required. They slowly started adding in clearer
instructions piecemeal, scattered across various books (the
Dungeoneers / Wilderness Survival Guides, Dungeon Masters Design Kit,
and with examples with later 1st Ed adventure modules and campaign
settings where there was more focus on how NPCs and monsters would
react to player actions. But it wasn't until 2nd Edition that TSR
would formalize the idea, in books like DMGR1 Campaign & Catacomb
Guide and DMGR5 Creative Campaigning, which were purposefully written
to aid DMs in creating more robust campaigns and pulling the game out
of the dungeon-crawl.
>
Tomb of Horrors is a grudge module. Gygax said so himself. There isFor Tomb of Horrors my understanding is that it was a Gygax 'special'
designed for tournament play and to really tax the players brains.
>
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