Reaction rolls are my favorite discovery when I found old school. I have seen my games go so differently than I would have ever run them just because the initial reaction went one way or the other.
Short & sweet? I'll try. I tend to just record whatever pops into my head. Playing a lot of 5e has really reminded me what I like about Old-School RPGs.
Somehow somewhere the idea of raiding dungeons for loot and the kills only became a thing - not knocking people who prefer it as a play-style aesthetic, but one of the best aspects of older rule sets is their flexibility to think outside that narrow approach as you outline - so many fresh role-playing opportunities can be played out with this kind of approach. Great video!!
The philosophy behind this video seems in direct contrast to the way many approach the TTRPG. I am thinking the different ways of doing an encounter represents a distinct difference in play style and preferences. Many people in our hobby will agree that "mood" and "morale" are important while many others will dismiss these as either unimportant factors or even identify them as hindrances to their fun. Listening to this video I am also thinking about the way our preferences in literature and video games may influence our TTRPG play. Our personal philosophy of play definitely affects how satisfying any particular game experience is. What pleases one person may be disappointing to another. Thankfully we have a wealth of choices available and can likely find the game we are seeking. Videos like this can help us to identify what we want in our gameplay (and what we don't). Cheers!
I don't expect I'll change anyone's mind with my videos but without an opinion they'd probably be a lot more boring. Thanks for sharing your thoughts! :-)
Mood and Moral are two things that more DMs should use to keep encounters from being one mindless hack-N-slash after another. I think this is due to how "evil humanoids" are commonly used as cannonfodder for so long. Classic modules are full of Goblins, Orcs and the like with no characterization, that you'll be surprised if the Orc Chieftain even gets a name, much less a personality. I got past that long ago while playing humancentric settings with most non-creature combat encounters being human bandits and guards. I find that the lack of that "ARG! Evil man-eating green monster!" indicator helped remove that dreadful mindset.... besides the fact that I prefer social encounters above all else and loath the idea of protracted combat encounters.
Getting into position to attack (or escape) is paramount. Arrows or throw objects are fastest. Spellcasting is slower and casting needs to be started but the spells don't complete and take effect until last. Any interference with casting negates the spell. Melee damage is instant but slower than missile weapons.
Reaction rolls are my favorite discovery when I found old school. I have seen my games go so differently than I would have ever run them just because the initial reaction went one way or the other.
It's cool, isn't it? I enjoy it when a situation surprises me, and it's fun when an unexpected turn requires me to do more RP.
More like this, please! :-)
Short & sweet? I'll try. I tend to just record whatever pops into my head. Playing a lot of 5e has really reminded me what I like about Old-School RPGs.
Somehow somewhere the idea of raiding dungeons for loot and the kills only became a thing - not knocking people who prefer it as a play-style aesthetic, but one of the best aspects of older rule sets is their flexibility to think outside that narrow approach as you outline - so many fresh role-playing opportunities can be played out with this kind of approach. Great video!!
Thanks Mark. I'm glad OSR exists and I think it has a few lessons to share with modern gaming.
I do like morale…
It adds realism and I love more realism. 😃
The philosophy behind this video seems in direct contrast to the way many approach the TTRPG. I am thinking the different ways of doing an encounter represents a distinct difference in play style and preferences. Many people in our hobby will agree that "mood" and "morale" are important while many others will dismiss these as either unimportant factors or even identify them as hindrances to their fun. Listening to this video I am also thinking about the way our preferences in literature and video games may influence our TTRPG play. Our personal philosophy of play definitely affects how satisfying any particular game experience is. What pleases one person may be disappointing to another. Thankfully we have a wealth of choices available and can likely find the game we are seeking. Videos like this can help us to identify what we want in our gameplay (and what we don't).
Cheers!
I don't expect I'll change anyone's mind with my videos but without an opinion they'd probably be a lot more boring. Thanks for sharing your thoughts! :-)
Mood and Moral are two things that more DMs should use to keep encounters from being one mindless hack-N-slash after another.
I think this is due to how "evil humanoids" are commonly used as cannonfodder for so long. Classic modules are full of Goblins, Orcs and the like with no characterization, that you'll be surprised if the Orc Chieftain even gets a name, much less a personality. I got past that long ago while playing humancentric settings with most non-creature combat encounters being human bandits and guards. I find that the lack of that "ARG! Evil man-eating green monster!" indicator helped remove that dreadful mindset.... besides the fact that I prefer social encounters above all else and loath the idea of protracted combat encounters.
Love it. Those are my feelings as well.
Can you explain why is the order Movement, Missiles, Magic, then Melee?
Getting into position to attack (or escape) is paramount. Arrows or throw objects are fastest. Spellcasting is slower and casting needs to be started but the spells don't complete and take effect until last. Any interference with casting negates the spell. Melee damage is instant but slower than missile weapons.
@@toddlyons thank you!