• 0 Posts
  • 36 Comments
Joined 2 years ago
Cake day: June 23rd, 2023

  • In an OSR game, you only fight when you have to, because victory is not a foregone conclusion.

    You might also “roll up” your character instead of creating one. Which everyone should at some point, because it’s a whole part of the game that’s disappeared. If you hate trying to come up with a character concept, you might well love a game where the dice can give you some ideas.

    Most modern OSR games will tell you that characters have no “plot armor” and are just as vulnerable as NPC’s, just like they were in the old days. But read the rules, and the PC’s actually do have some plot armor after all, just a bit less.


  • Mappers had to look listen to the description of the DM and try to draw a “good enough” map. Very easy to get things mixed up or one square off, and have to erase and redraw. “A doorway to the left” can be confusing when you’re are heading south and it on the right of your map. Or maybe the DM means the left of the map?

    Bear in mind, there was often treasure hidden in secret rooms, so knowing where the unexplored space was could be pretty important.

    Once in a blue moon there was a player who got a thrill from that, but most folks hated the hassle.


  • There was a fair deal of “rules of order” style rules in early D&D.

    Ever hear of a “caller”? That was the special player in early D&D rules who got the privilege of telling the DM what the party would do. It did kind of help with big groups, actually.

    Better that than being stuck as the “mapper.”



  • Oh, I don’t let the fickle dice tell me when to give a hint or twenty. Nat 1’s come aplenty when you gate-keep crucial information on a die roll.

    Only thing that worked was jettisoning the players who torpedoed campaigns for whatever reason.



  • You can be the first type, and some players will still see you as the second.

    Like, they attack the king’s castle for no reason and are upset the guards don’t lie down and die, then refuse to surrender when things are entirely hopeless and they’re offered mercy. Such a mean DM!






  • Gygax also elevated Jean Wells in the company before the subsequent management basically made her a secretary. Wells had a decent working relationship with Gygax, which you can see if you read in Dragon magazine “Sage Advice” column from the mid 80’s. Gygax should have listened to Wells more often than he did, but he did try to empower her to make the game more friendly to women.

    Still, his legacy towards women in gaming is mixed at best. In the 80’s, TSR games which Gygax was less involved in tended to do better with women, notably Star Frontiers, but also “Basic D&D” which did not include rules making it disadvantageous to play a female character, unlike Gygax’s Advanced Dungeons and Dragons, which capped female strength below male strength for each race. And I think telling a new D&D player their character would be a lousy fighter is pretty rough.

    Yes, there was a pattern in Gygax’s creations of evil female power that went beyond the dragon example. Most notably drow were the only evil elves, and the only matriarchal (he would have said “female dominated”) ones. This pattern wasn’t his invention — it’s as old as Snow White, Cinderella, and the rest — but even in his own time, others (for example, Tom Moldvay) created more inclusive games.



  • This can happen with new players who are native English speakers too, as D&D has a fair deal of vocabulary not everyone knows. Words like charisma and melee really got popularized by D&D.

    Deep cut here: When I was a kid (ages past) and first heard friends talk about D&D, I thought there was a lens to keep you on the border. And without it, you might go straight Into The Unknown.




  • Fair points. I’m a walking rules encyclopedia type, and I’ve been in a number of games where I was like, “What the hell am I supposed to be doing?” And not having any fun.

    On the other hand, I’ve brought “D&D only” people along for the ride on other games with good success. The trick is running a good “tutorial level” introductory adventure, where nobody is either bored or frustrated. That’s going to involve introducing the mechanics in digestible bites.

    Funny thing about a D&D only mindset is that there are games that are much simpler, where thinking tactically is much less important.


  • Most folks never did need the books to learn to play. You’ve always been able to learn D&D by somebody (usually their DM) explaining it. But many people end up buying books and things once they’re engaged.

    Like any hobby, people spend money on it when they want to. Those solid modules and supplements you mention would be a bit part of that, but also how people feel about the company they’d be supporting matters a lot (this is the so-called “reflective reaction” Don Norman writes about in his book Emotional Design) .



  • It’s a great feeling.

    But I have to admit, the good booze may have had as much to do with it than anything else.

    And be careful not to bask in the feeling too much. Eventually you do want to get the party moving again. Once the weekend is over, folks may notice they “didn’t do anything.”