Problem solving ppart around time 6 or 7:00.,
SOLUTIONS WITHOUT A PROBLEM. Stuff about give a bunch of random noncombat magic items. Players will figure out ways to do stuff…. Beat boss in one round type stuff.
Find yt questing beast dnds most controversial playstyle osr https://www.youtube.com/live/b_krKx8NOhM
READ Matt Finch’s “quick primer for old school gaming”. Reference here https://www.youtube.com/watch?v=E1BkHdu3ffc
Btw, maybe check this https://m.youtube.com/watch?v=nWmkOTR5Z2k
Quotes from Questing Beast video
as the players find solutions to
6:29problems that I never imagined. I love
6:31it when they find new ways around. When
6:33they manage to MacGyver together
6:34inventions to defeat monsters. When they
6:36beat the boss in a way that I never
6:38expected in one round flat. That is
6:40awesome. That's a sign of a group that
6:42is engaged with the game and is treating
6:44the world like it's a real place. One of
6:46my favorite ways to encourage players to
6:48think this way is to give them a lots of
6:50weird magic items, especially ones that
6:52do just one weird thing, usually not
6:54combat related. Give a bunch of these to
6:56the players and they will find a way to
6:59use them in unexpected ways. I call this
7:01giving players solutions without a
7:03problem. But you should also be giving
7:05them problems without a solution. And
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UPDATE, MY TAKE:
OK, I'm reading something about it. And this is where I like it but I'm also concerned, doing things OSR style per some descriptions.
- If a 10 foot pole is an automatic find a pit trap in a door b/c it has a hinge and is easy to feel the square tile move... then now 10 foot poles always(sort of) stop pit traps?
- So players literally say "I'm going to 10 foot pole every square I see in front of me forever"? Is that good?
- Or worse(?), now the DM let's it slide a dungeon or two. Then suddenly there is a smart dungeon that has tiles that require 170 pounds of force, so the 10 foot pole can't detect it, but you still fall if you walk on it. ??? Is that better?
- Do dungeons just keep escalating in crazy difficulty?
- Is it supposed to be "player skill", as in... once you know the secret formula, no trap can ever get you? That seems like knowledge, not skill really. Not sure I totally agree with that.
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