IMPROVING PLAY
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Both beginning and experienced players
become used to game
habits that can cause problems for the
adventuring party, and
make the game less fun than it could be.
This section contains
playing recommendations that can relieve
these difficulties. It is
intended for players who wish to improve
their level of play.
These tactics are grouped into three categories:
expedition planning,
speeding play of the game, and effective fighting.
Many times the success
or failure of an adventuring expedition
or quest is determined before the party
leaves its base of operations.
More often than not, it is the party’s
failure that is thus
determined, for they have failed to take
some vital feature of the
adventure into account, or have neglected
to bring along some
essential piece of equipment or information.
Scouting and Information Gathering
Before a group of characters leaves on
an expedition, they
should make strong efforts to learn everything
possible about the
adventure’s setting. Interviews with NPCs,
exploring the
approaches and periphery of the goal,
and using magic to gain
insight into the party’s objectives and
potential obstacles can all
save great headaches later on.
When seeking out and talking to NPCs about
the adventure,
the need for secrecy must be balanced
against the likelihood of
gaining useful information. Even rumors
should not be disregarded,
for often such talk has a basis in fact.
If rumors or hearsay
indicate the presence of a certain kind
of monster, then
appropriate measures should be taken if
possible. If someone
reports hearing of basilisks slithering
through an underground
locale the PCs wish to explore, then wise
characters bring along
a few mirrors.
Scouting as much of the area as possible
before entering it is
another sound tactic. A scouting mission
should comprise characters
traveling much more lightly than they
normally would, and
the typical tactic of a scouting party
is to avoid combat at all costs.
One or two thieves, possibly aided by
invisibilityspells, pofions of
gaseous form, or some other magical protection
can discover a
great deal of information for the party.
Don’t forget to scout during the course
of an adventure either!
The commonplace action of listening at
a door before smashing it
open is a scouting function. Whenever
possible, at least one
character should get a look at an area
that the party will be entering
before the whole group gets there. This
not only reduces the
risk of ambush, but also greatly increases
the tactical options
available to the group if they find themselves
engaged in combat.
An underground expedition of any length
should entail considerable
planning and preparation. The objectives
of the mission,
the length of time
it should require, and the areas to be explored
all need to be considered.
The objective of an adventure is often
a result of the story that a
DM has created. Ideally, the objective
is a task that motivates the
PCs toward its accomplishment-if not,
the adventure is off to a
bad start already!
The PCs must be prepared to climb or descend
cliffs, cross
water (by swimming or boat), provide light
sources, feed themselves
for an extended period of time, and still
be able to return to
the surface. Smart adventurers carry more
food than needed.
This way, if opportunities for further
adventuring or exploring
arise in the midst of the expedition,
characters are not restricted
by supply considerations.
The type of transportation that the expedition
employs is worth
serious discussion. Of course, if the
going is extremely rough,
with much climbing down steep surfaces
and squeezing through
narrow passages, the characters must almost
certainly travel on
foot, carrying all of their belongings
in backpacks.
Waterways often provide easy access to
underground regions
far from the surface. Characters traveling
by boat can carry a
great deal more equipment than those walking,
and can travel
faster and easier than their land-bound
counterparts. Water travel
incurs its own set of risks, however,
and underground waterways
in particular are notoriously dangerous
and unpredictable.
A placid stream can suddenly turn into
a churning cascade or disappear
through a small crack, effectively blocking
further exploration.
Where water is unavailable, but the going
is relatively smooth
for long periods, characters might consider
aiding theii expedition
by using beasts of burden. Mules are the
most commonly
employed animals in this capacity, but
dogs can also carry some
weight in saddlebags. Dogs provide the
additional advantage of
guarding the party during periods of rest,
and increase the
group’s attack potential as well.
Using Beasts of Burden
Mules +
Dogs +
As a general rule, characters fight more
effectively if they have
been together for a long time. This is
a natural outgrowth of xperience,
as each character’s strengths and weaknesses
are
revealed, and trust, as companions learn
to rely on each other.
While trust must be developed over time,
a party can practice
cooperative fighting techniques from the
very start.
A well-organized party defines roles for
all characters to fill during
combat. Ideally, these roles are suited
to the characters’
strengths. At the most basic level, this
involves keeping the fighters
with low Armor Class between the monsters
and the rest of
the party.
More sophisticated planning should include
some simple tactical
plans for different situations. If a party
is retreating from a foe
in the middle of a melee combat, which
characters take the rear
guard? What spell might the magic-user
employ to confuse or
discourage pursuit? Who is responsible
for scouting a safe path
of retreat?
Often characters benefit by forming mini-teams
within the
party. A given fighter, for example, might
act as a bodyguard for
the magic-user. The mage can then cast
spells to benefit the
entire group, or use magic that benefits
the bodyguard. Another
fighter might routinely create a diversion
at the start of a combat,
drawing a monster’s attention away from
a thief who is waiting for
a chance to sneak behind the foe.
Probably no single tactic is as important
as surprise. Effective
scouting, of course, is the best way for
a group of characters to
avoid being surprised, while moving silently
without light sources
is the best way for PCs to surprise an
opponent. Ranger characters
are the least susceptible to surprise
and the most likely to
cause surprise, but human rangers underground
suffer grievous
disadvantages because of their lack of
infravision. Half-elven
rangers are very effective in this environment.
While surprise
primarily depends upon keeping a party’s presence
secret from the opponent, it is not always
necessary to conceal
the party. A diversion created by the
party or simply taken
advantage of at an opportune time can
so distract a foe that the
PCs can approach with little regard for
stealth.
Diversions can be accomplished with any
of a wide variety of
magical spells, as well as other character
actions. A single character,
for example, can take upon himself the
task of drawing the
attention of a group of monsters away
from the rest of the party.
Fires are excellent diversions since they
often require the immediate
attention of the monsters in order to
prevent the flames from
spreading. Other acts of sabotage, such
as collapsing a bridge,
tunnel, or dam, can often be devised.
Clever characters might
even work out remote control systems for
diversions: a long
rope, for example, might be tied to a
statue and yanked to topple
it. Alerted by the crash, the monsters’
attention is natur
directed to the statue rather than the
PCs. Of course, if intelligent
monsters notice the rope, the plan does
not work as well.
In fact, monsters-particularly intelligent
ones-do not automatically
fall for diversions. In most cases, monsters
with reasoning
ability but generally low Intelligence,
such as orcs and ogres,
direct their attention toward a diversion
for Id4 rounds unless
something else attracts their attention.
Monsters of medium to
high Intelligence should be allowed a
saving throw vs. spell to see
whether they are fooled by a diversion.
Monsters of genius level
Intelligence can only be fooled by very
clever diversions in which
the PCs’ presence is not easily discerned.
Player characters never get a saving throw
if a monster uses a
diversion against them. Whether the PCs
fall for a diversion or
remain alert to a surprise attack is purely
a matter of role playing.
The pace at which a gaming session proceeds
is in many ways
a matter of group taste. Many players
wish to advance the plot of
the adventure rapidly, with few sidetracks;
others much prefer
savoring each xperience
as a role-playing event, making all or
most of the decisions possible for their
characters, regardless of
how mundane. This diversity is healthy,
and represents one of the
strengths of role-playing gaming.
Wasted time, on the other hand, is a bane
to all campaigns,
regardless of the pace of the adventure.
Squabbling among players,
failure to cooperate, and incessant arguing
with the DM are
common causes of wasted time. So, also,
is failure to decide
upon a course of action.
SOPs (Standard Operating
Procedures): <alt>
The rate of play can also be increased
by parties who have
adventured together a few times, if the
players prepare a series of
standard procedures for common problems.
Open
doors procedures can be adopted and standardized, for example.
Players should prepare a rough sketch
showing the location of each PC
during a door-opening attempt. The role
of each character (such
as guarding the rear, picking the lock,
or ready to shoot an arrow
into the room) should be carefully defined
for the DM. Then, when
a door-opening situation arises, the players
simply declare that
they are using their door-opening drill
(or “door opening drill #2”)
and the DM does not need a statement of
intent from each of
them.
Marching Order:
In addition, standard marching orders for most common types
of environments should be prepared and
sketched. Players
should plan for corridors of various commonly
encountered
widths, as well as large areas where the
walls to either side are
distant. Players may also wish to note
standard weapons carried
while marching. None of these preparations
mean that the PCs
are locked into one procedure all the
time.
Changes in standard
plans simply need to be communicated to
the DM. Remember,
however, that it is much easier to communicate
such changes
than to continually give a description
of what is essentially the
same marching order.
Caller: The
idea of the caller--the character who declares the actions
of the whole group--has been dropped from
many RPGs. Often, when characters are first learning to play, no single
character is quite ready to be an effective
caller. Other beginning
players may feel that the caller prevents
them from getting
the full gaming experience.
If your group does not employ a caller,
and player's {experience}
frustration at the rate of play, perhaps
the idea should be reexamined.
Experienced players have a much easier
time delegating
the tasks of caller to one member of the
party while
maintaining the involvement of all the
characters. The caller can
serve a vital function in keeping the
party moving and avoiding
those lulls where no one wishes to make
a decision. This method
works best when the task of caller rotates
through the group,
changing every game session.
Arguing, whether with the DM or with other
players, is a harder
problem to deal with. If a player attempts
to dominate play, ordering
other characters around or summarily vetoing
courses of
action suggested by other players, peer
pressure is probably the
most effective method of changing this
player’s behavior. If the
other players, including the DM, can point
out the effect of the
bossy player’s pronouncements, he might
well be persuaded to
stop.
CREATIVE UNDERGROUND SPELL USE
Many AD&D@
game spells have obvious applications either
above or below ground. Others are developed
through play or
experimentation.
It is always wise to have all spellcasters
in a party briefly discuss
their spell selections, so that the party
winds up with a
balanced selection of offensive, defensive,
restorative, investigative,
and scouting spells. Be sure to consider
the applications of
reverses of spells that are reversible.
Finding uses for spells that often go
unused can be a lot of fun
for a creative spell-caster. Some tactics
that have worked well in a
variety of campaigns are provided here;
try to invent more of your
own.
Look over the lists for spells that you
might have discarded at
an early level as less useful than others.
Augury,
divination,
and
find the path spells can be very useful
in the underground. Do not
overlook the protective benefits of magic
mouth, glyphs of warding,
fire traps, and rope trickswhen preparing
to go to sleep. In an
underground environment, cloudkill, stinking
cloud, dig, transmute
rock to mud, and disintegrate spells can
all prove deadly to
an enemy. When a party occupies the high
terrain in an underground
setting, a timely raise waferspell can
call down a sizable
flood, while a lower water spell can cause
serious problems for
enemy boaters. Enlarge spells often provide
an effective means
of blocking a passageway, and reduce can
serve as a means for
removing a barrier. Warp wood can have
a similar effect upon
doors.
One technique used
to good effect in several campaigns is the
silence
spell cast upon a coin or small gem. When carried, the
enchantment benefits the party. In an
encounter, the coin can be
thrown among enemy spellcasters to silence
their efforts at spell
use.
Darkness
is an effective spell if a party of humans without a
light source encounters creatures with
infravision. If characters
are proficient in blindfighting, the aid
of the darknessspell (which
of course blinds infravision as well)
can be quite dramatic.
Creative uses for spells such as telekinesis
are not hard to
come by. For example, a character might
seal green slimes and
other deadly creatures into clay or wax
pots. Using telekinesis to
position them over the enemy, the pots
could then be dropped,
with the monster serving as a deadly missile
weapon. Of course,
such pots could be hurled without the
use of a spell. Likewise,
clay pots loaded this way could be left
in the attacker’s path and
then broken with shatter spells.
Most players understand the value of questioning
monsters
and other enemies that are captured. The
use of charm spells
can aid this process immeasurably.
While offensive magic is often quite effective,
it, too, can be
augmented with some creativity. Walls
ofstone, ice, and iron can
be cast in such a way that they immediately
topple and crush
monsters within the area of effect. Ricocheting
a lightning bolt
can cause dramatic, if somewhat unpredictable,
results.
The UA
tome lists the languages of undercommon
and sign language that are commonly known
and employed
by the denizens of the Underdark. In addition,
such subterranean
races have evolved a language based on
patterns of tapping.
This language can be expressed by clicking
stones together,
beating on a drum, or creating any other
pattern of sharp sounds.
Because underground passages create amplified
reverberations,
this language enables communication over
very long distances
when drums are used.
The language is much slower to use than
either sign or spoken
languages, however. Communication takes
approximately 10
times as long as with any spoken language.
Player characters
who are from the underground know this
language.
<block>The
most common style of mapping for characters exploring an underground setting
is the detailed graphing of each 10-foot block of corridor explored ||
room entered. <block>
This style, while usu. providing a reasonable
copy of the map the DM is using,
has several weaknesses.
For one thing, this type of map requires
a great deal of time -- both game
and real time -- to make.
<(You can map 4 squares in 1 turn.
Cf. THE FIRST DUNGEON ADVENTURE)>
PCs must carefully pace out dimensions,
and the mapper must take the time
and effort to record them accurately on
the graph paper. A party
otherwise able to travel in complete darkness
must maintain a
light source for their mapper, making
it much easier for the denizens
of the dungeon to spot them.
Another problem with this type of map is
that players tend to
agonize over minor errors. If a room overlaps
into an AREA where
the map shows a corridor runs, the players
worry about teleport
traps and other reality shifts, when the
most likely explanation is
that the map is off by 10 or 20 feet.
Of course, such maps are valuable if careful
attention to detail
and dimensions are necessary for some
reason. In most cases,
however, the main purpose of the map is
to show the characters
the way out of the
dungeon after the adventure, so such an elaborate
illustration is clearly overkill.
If players are not especially concerned
with the exact dimensions
of an area they are exploring, a line-drawing
map can work
very well. In this case, the mapper simply
draws a line to indicate
the path of a corridor or tunnel through
which the party is moving.
Doors are indicated with the standard
symbol, and crossing corridors
or branching tunnels can be displayed
with additional lines.
The exact distance moved becomes a matter
of educated guesswork.
Such a map serves admirably to show the
characters the path
when they wish to retrace their steps
and leave the dungeon. It
also effectively displays the areas that
have been explored, as
opposed to those that have not. Intersections
and doors can be
easily spotted. Best of all, the map can
be drawn without slowing
the party down. Although a
light source is still required, the light
can be shone temporarily while the mapper
quickly sketches in
the last 100 feet of corridor, and then
extinguished while the party
advances.
A line drawing map provides insufficient
info if the party
is traveling through an extremely complicated
or confusing AREA
such as a maze or a convoluted network
of caverns. Other than
these cases, however, players may find
the line-drawing map to
be every bit as effective-and a lot more
convenient-than the
typical graph paper masterpiece that most
exploration missions
generate.