Art by the fantastic DiTerlizzi |
In reading Marcia's review of her experience with Shadowdark, I contemplated on how I run my own OSE games. This is also fresh on my mind because I am running Miranda Elkins' fantastic Nightwick. Its all about distilling things down to the interesting choice and eliminating the non-interesting one.
Basic Equipment: I am thinking about charging my players a flat rate for all basic dungeoneering equipment that is rolled into weekly expenses-- so 7sp a week for expenses plus ~3-5sp for pick of equipment
- Not interesting: Cost of equipment, especially down to coppers
- Interesting: Scarcity (what if there is no 50' rope this week?) and how many slots PC dedicates to basic equipment
Light: Due to torch cost and number per slot, it is easy to carry a lot of torches.
- Not interesting: Carrying enough light to last 12-24 turns- easily done
- Interesting: When torches extinguish-- like in the middle of a fight or when the goblins you are negotiating with get mad; how many hands in the party are occupied by torches
- Not interesting: Rolling a d6 over and over again to see if PCs finally break down a door
- Interesting: Seeing if PC get surprise on whatever is on the otherside; if additional equipment is brought to deal with doors
- Not interesting: Tracking both food and water separately for nominal circumstances
- Interesting: How many PCs carry rations; will rations be used for other things (like distracting monsters) or saved to avoid fatigue
Secret Doors & Traps: Two dungeon features that are opposite sides of the same coin. Really I think Chris McDowall has written some of the best bits on this that boil down to "traps are puzzles" and not really "gotcha".
- Not interesting: Situations where the PCs have to pick the exact right spot and roll a 1-2 in 6
- Interesting: Adding in environmental clues or other sources of information that allows discovery by players investigating the fictional environment
- Not interesting: Weapon factors that are so extensive they require a separate rules discussion, trigger player obsession, and/or orient the whole of gameplay to combat
- Interesting: What PCs chose to do with their hands: more armor, more weapons, or more light