Post by Danny on May 8, 2013 15:26:35 GMT -7
I didn't write this, but I wanted to share it with everyone. It's really useful advice for any game I run, honestly!
- Make a listing of all your goals and keep it in front of you on a 3"x5" note card.
- Have a blank scratch paper for the sole purpose of writing down names, ideas, thoughts, and questions when talking with NPC's
- Seek out various NPC's before doing anything and talk to them. A list of suggested NPC's is below.
- Townspeople
- Guardsmen
- Town Officials
- Bartenders
- Bar Patrons/Other Adventurers
- Various 'guilds' (Merchant as well as nefarious)
- Religious Organizations
- Sages and Magic-Users
- Townspeople
- Talking to NPC's:
- When you talk to the NPC's GET THEIR NAMES. Your DM is running these people as people - when you walk up to them rudely, they respond rudely. Don't be overly obsequious either.
- 50%-70% of all rumors and NPC information is false in all published materials. This should be a clue to how much you believe what they say. Default into thinking that what you are being told is false - even when it looks like they know what they are talking about. (This advice is NOT relevant for sages. They charge a pretty penny, because you know what you are getting is the truth).
- Trust your eyes and your investigation abilities.
- Think very hard about their perspective on the situation. When you do get information from someone, even if you are sure it is true, remember to treat it like a theory. Be prepared to revise it as soon as you receive additional or conflicting information.
- Cover each and every goal on your list with every NPC! Use your goals sheet as a checklist. In a sandbox game there will be many threads going on at once.
- When you talk to the NPC's GET THEIR NAMES. Your DM is running these people as people - when you walk up to them rudely, they respond rudely. Don't be overly obsequious either.
- Accomplishing goals
- There are two ways to accomplish anything in old school play. Money and Adventure.
- You can pay the gold to buy training, or answers from the sages, or spells cast for you, or certain specific magic items. Often this is a way to compensate for bad play (except in the case of sages - sometimes your only option). This (money) is the real source of power in old school gaming, and it's fast and effective - but very expensive.
- Or you can engineer the situation to get what you want.
- Do not walk up to the person and go "What can I do to make you X" Where X is 'give me free training' or 'lead me to the magical whosit'. It may work at the very start of a campaign or adventure, but mostly it gets blank stares. (Think about someone coming up to you and going "What can I say to make you buy a vacuum today/believe in Jesus Christ our zombie lord/donate blood" Mostly the response is "Gah!")
- Do observe the person. See where they go, who they talk to, what they do.
- Talk to other people about the person indirectly. Say something that you know is just slightly wrong, and listen to the way people correct you. "Joseph isn't just in charge of the lighthouse - he also is on the city council, right?"
- Then, once you know the score, you can assist/blackmail/bribe/coerce the person into giving you information, training, etc.
- Often there may simply not be anything prepared there, but that becomes less and less likely the more important the person is. Most old school DM's have exploitable relationships like this prepared. If they don't they will either develop something on the spot or use this to lead you to what is going on that's interesting.
- Do not walk up to the person and go "What can I do to make you X" Where X is 'give me free training' or 'lead me to the magical whosit'. It may work at the very start of a campaign or adventure, but mostly it gets blank stares. (Think about someone coming up to you and going "What can I say to make you buy a vacuum today/believe in Jesus Christ our zombie lord/donate blood" Mostly the response is "Gah!")
- There are two ways to accomplish anything in old school play. Money and Adventure.
- Going on an Adventure
- Be a boy scout. (Be prepared!)
- That means mounts, pets, men-at-arms, torchbearers, equipment, food, and supplies, weapons, armor, and spare shields.
- Treat those men you buy well! Give them extra gold, take risks for them. Talk to them and make sure they are comfortable. Over 100% loyalty is crazy nice.
- Scout ahead! Time and time again, I've seen the scout not be sent ahead because it was dangerous. That is their job! It's not like they are nearly as effective as any of the other classes in combat. Their biggest advantage is not getting surprised, discovering the enemies and reporting back to the party. This helps the party avoid being surprised - the single biggest killer of PC's.
- Avoid combat at all costs. Experience comes from treasure. Monsters give very little XP value compared to treasure and carry a high risk. If you have an encounter with an enemy that appears even mildly intelligent PARLEY. Even if their alignment is diametrically opposed to yours, your job isn't fixing the whole world (at this point), it's accomplishing your immediate goal. This is why certain inflexible classes are so difficult to adventure with (Paladin, I'm looking in your direction).
- If in doubt, run. I've started pretending to track damage for creatures immune to weapons the party is using unless it is very obvious that they are not working. You cannot kill everything, and you will run into things you can't kill.
- Make sure your party mapper comes prepared with actual real world tools to map (Paper) and some sort of organizational scheme for the maps.
- Ask lots of questions about the environment. Remember any unusual words the DM mentions. There is an economy of language - rooms 'seem' empty, you 'think' you don't find any traps. If there's dust on the floor, is it ancient debris? Or pulverized bone from the ceiling crushing down every 4 minutes? Or powdered blood and flesh from a disintegrate trap? Not asking about the dust on the floor means you're going to be the dust on the floor.
- Look up
- Test the floor - every floor, every time.
- Make sure your marching order is effective. Like Gygax says, short people up front, then elven bowmen, then your men with pikes. Maximize your damage potential. Focus fire on targets until they are down. Don't ever assume anything is dead.
- Cut open the stomach of every monster, even if you didn't kill it. (Especially if you didn't kill it).
- Search every item in every room. Break apart rusty pipes, check pedestals, daises, idols, everything.
- Set a watch at a chokepoint while you're searching.
- The most important thing of all: Have a party goal and STICK TO THE PARTY GOAL. Do not be distracted.
- Be a boy scout. (Be prepared!)