IMPROVING PLAY


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Expedition Planning
Scouting and Gathering Information
Type of Expedition
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Using Beasts of Burden
Mules
Dogs
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Using Watercraft
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FIGHTING EFFECTIVELY
Creating Diversions
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SPEEDING PLAY
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CREATIVE SPELL USE UNDERGROUND
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LANGUAGES OF THE UNDERDARK
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MAPPING TECHNIQUES
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DSG
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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.

Expedition Planning

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.

Type of Expedition

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 +

Using Watercraft +

FIGHTING EFFECTIVELY

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.

Creating Diversions

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.

SPEEDING PLAY

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.
 

LANGUAGES OF THE UNDERDARK

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.

MAPPING TECHNIQUES

<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.