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Started by charles ferguson, March 13, 2009, 06:28:32 AM
QuoteAnd the gaming? Well, I really got into it for the first half of the first session char gen, establishing the setting (such as it was). Turns out the GM has the blue book in PDF
QuoteWe're playing "In search of the Unknown", which none of us have played before.
QuoteThat's when it started to drag for me. I guess the overt cause was the god-awful amount of rolling to see how often nothing happens: roll to detect traps, secret & sliding doors (mostly you don't find anything), roll for initiative when you do find something, roll to see if you miss the monster (usually you do), the GM rolls to see if it misses you (usually it does) -- for every one of it's attacks (first up was a carrion crawler).
QuoteOn top of that, my character, a thief, has only 3 hp (which we fudged: originally I rolled a 1). So on the lowest likely dmg roll (d4) there's a 50% chance my character dies. I found it hard to invest in may character or what we were doing too seriously knowing that.
Quote from: James_Nostack on March 13, 2009, 09:20:50 PMCharles, when you're talking about the Blue Book, are you referring to the Holmes version of the Basic D&D Rules?
Quote for many people it's one of the favorite editions of D&D.
QuoteI'd like to ask a lot more about this, as it may be an issue of GM'ing style: in our sessions, which run 2.5 hours, we'll probably have 2-3 battles and a lot of skill check-type things. And yes, there's a decent amount of failure, but that's part of early-edition low-level D&D: you kinda have to learn to enjoy sucking at things.
QuoteWe've found that "character investment" is pretty much preposterous in low-level D&D. A character is six integers, some equipment, a name, an alignment, and maybe a quirky accent or attitude. Over time they acquire depth, but at the start they're all basically interchangeable (and very fragile) little pawns moving around inside a game of Zork. We've found this a fruitful approach and a lot of fun