Saturday, March 20, 2010

Points v. Counterpoints

Since Tracy informed me that may use or link my previous post for his next Troll in the Corner write-up, I want to issue a few quick counterpoints to the old-school shortcomings that I mentioned in my session recap. The great thing about old school is that it's so easy to change something that's not working for you:

  1. Combat is dry. Counterpoint: the two combats I referenced saw the PCs pitted against a horde of giant rats and a horde of zombies, respectively. These are not the kinds of combats I normally include when writing my own adventures; they only transpired because we were playing a module. I have a strong suspicion that these fights would have been equally as dry using any "e." Don't make the characters play tedious encounters = problem solved.

  2. The XP-for-treasure system is questionable. Assuming the campaign remains old-school, my guess is that the XP system is nixed within a few more sessions. An easy three-pronged alternative? No more XP for treasure; monsters yield x5 or x10 their normal amount; continue issuing "story awards" when warranted. Problem solved.

  3. Looking up rules is an annoyance. Print off individual spell lists, class descriptions, and key pages of the rules beforehand. As a more drastic measure, I may want to make 2e the de facto rules source for the game, for the sake of my own sanity. Anything not provided inherently by 2e (half-orcs, assassins, etc.) would just be custom additions from their respective sources.
In old school D&D, making the game your own is often the surest path to victory.


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