SemajTheSilent wrote:What would give you a feeling of awe now?
SemajTheSilent wrote:What would give you a feeling of awe now?
Falconer wrote:I like modules. Especially of the S4 model—town, wilderness, dungeon; new items, spells, monsters. The lower the level the better. What’s out there for OSRIC/LL/S&W that’s good? James, you’ve gotten a few published, right?
rredmond wrote:When people accuse that "you only like AD&D 1E best because of nostalgia!!" I usually agree that it is certainly a big reason that I like it so much.
Algolei wrote:rredmond wrote:When people accuse that "you only like AD&D 1E best because of nostalgia!!" I usually agree that it is certainly a big reason that I like it so much.
You don't often hear people say that about chess or poker. Why is that?
Irda Ranger wrote:Because Hasbro hasn't come out with Chess 2nd Ed. and marketed it as "new and in all ways better than that crappy previous edition."
thedungeondelver wrote:Oh it can't be because you enjoy it. Or, rather, if you do enjoy it, its only because of...
...wait for it...
nostalgia!
thedungeondelver wrote:Nostalgia's a 40-year old fat balding guy, wearing a Star Trek baseball cap, sitting at the 1960's themed diner listening to Too Old to Rock and Roll
rredmond wrote:thedungeondelver wrote:Nostalgia's a 40-year old fat balding guy, wearing a Star Trek baseball cap, sitting at the 1960's themed diner listening to Too Old to Rock and Roll
Fixed for truth (in my case).
Falconer wrote:Alright, well, keep us up to date! I’m afraid I don’t read blogs or Dragonsfoot. I’m on a few other sites that I just skim, but I read everything here.
1stEditionRules wrote: Risk/reward ratios need to be ratcheted back down to some semblance of sanity.
Flambeaux wrote:1stEditionRules wrote: Risk/reward ratios need to be ratcheted back down to some semblance of sanity.
Or DMs need to become more creative in how they offer risks, how they distribute rewards, and what happens "off screen".
Frankly, whether it makes them babies or not (and I don't think it does), giving outsized rewards for undersized risk is not a bad thing. If it is what players enjoy (isn't the point of this to have fun?) and if, as it was BITD from everything I've read and heard, player luck and skill earned it.
Lots of chests full of magic items and/or thousands of gold pieces sitting around waiting for a lucky few to get in, take it, and get back to town without ever encountering a monster in the campaigns of the 1970s. Avoiding a fight was sometimes the more skillful, and enjoyable, exercise for the players. But the treasure was easy come, easy go.
Part of the problem today in dungeon design, generally speaking, is the expectation that the only source of treasure is from fighting monsters. Video games encourage this and module designers working in the modern idiom (even if the accidents are pseudo-medieval and fantastic) have embraced this. The way to change this may be as simple as giving an overview to new players, or a reminder to experienced players, that they don't need to kill anything that moves to get XP and there are unguarded treasures to be found.
1stEditionRules wrote:If I was to design a dungeon where players could just run in, grab the treasure, then run out without a fight then I'd also be making damn sure that getting that treasure back to town was nigh on impossible.
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