Traffic Jam, Level 3A |
For those of you who
are players of modern games, you will understand that the encounters that you
face and the challenges you come upon are closely balanced to your level and
party makeup. You are meant to be able to overcome each encounter and in
many cases, it will be through making die rolls against skills, both combat and
non-combat, that you careful chose for your characters beforehand. Player skill
at the table gets rewarded, but the real skill comes before table time, where
you build your man up from the many options available to you.
Not so with old school
D&D. There was certainly a system for encounter balancing but it has
very little to do with what the players and Referee do before table time. The
Referee does prepare encounters and place them, or make rosters of wandering
monsters for various areas. But the balancing act of party strength
versus encounter danger happens at the table in real time.
You might remember
that we observed the relationship between XP (the measure of personal power),
encumbrance, speed, and equipment. They are all inextricably linked to
each other through the touchstone of the gold piece. But let's go a
little further now and link the gold piece up to dungeon levels.
The first dungeon
level is the one closest to the surface world. We know this to be true
because it is a given in the game. The weakest monsters and traps guard the
least of the many treasures in the Underworld. Not only are they meager, but
they are usually composed of relatively heavy objects, such as copper pieces or
perhaps sacks of grain. Deeper levels hold greater danger, but also
contain greater treasures.
Therefore it is up to
the several players to decide what level of risk/reward they wish to
pursue. The greater danger guards greater rewards, and therefore the
depth below ground (or similar distance) guards faster advancement in terms of
XP.
Likewise, there ought
to be a simple way for the several players to know how dangerous the
Wilderlands can become. One simple way is to say that the hex that
contains a town is Civilized and within it, dangers will be those of
civilization. Things will be "normal." Two hexes hence
will be the weird Borderlands, where dangers of a wild and sometimes magical
nature may reside. Past that is true Wilderlands where one must be
prepared for anything, because it's impossible to say what is out there.
In any case, keeping
that relationship between distance, risk, and reward is how the Referee keeps
encounters balanced. Let this be your lesson: If the Referee does it well
enough, the players will trust him and the table will have more fun, and play
together longer.
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