This isn't really related to Holmes, but I won't growse since it's Tony Rowe ; )
That said, video game hacks do have one point of intersection with Holmes and other older flavors of D&D - player skill gained through experimentation during play. Particularly in the early days when few people had the rule books, certain elements of play that kept your characters alive could only be learned through play.
Good examples of these are creatures vulnerable to one thing, but not another. A new play looking at the equipment list might wonder why holy water, or oil flasks, or mirrors were on there; or why a fighter might carry a mace or club as a backup weapon to their primary weapon. Then, through play they'd figure out the uses for these things - in some ways, learning the uses for the things on the equipment list was a puzzle game within the overall game.
We take many of these things for granted these days, whether we have decades of gaming experience or for the younger crowd have access to every rules set ever conceived in which one can look up many (though not all) of the "hacks" (whether it's figuring out whether it was demons or devils susceptible to cold iron, or whether fire or lightning is good against a grey ooze). But even today, there are still some hacks that most people won't remember off the top of their head, and smart DMs will throw new ones into their games to keep their players on their toes (say, a specially enchanted mummy that regenerates damage from fire).
Thanks for pointing out that it's not related to Holmes... I followed the link yesterday, but couldn't make the connection. Thought I was missing something.
Andy C thanks for the thoughtful reply. I wonder if any D&D secrets have stayed hidden that long? Zombies poisoned by salt sort of stayed hidden for over 20 years. ; )
This isn't really related to Holmes, but I won't growse since it's Tony Rowe ; )
ReplyDeleteThat said, video game hacks do have one point of intersection with Holmes and other older flavors of D&D - player skill gained through experimentation during play. Particularly in the early days when few people had the rule books, certain elements of play that kept your characters alive could only be learned through play.
Good examples of these are creatures vulnerable to one thing, but not another. A new play looking at the equipment list might wonder why holy water, or oil flasks, or mirrors were on there; or why a fighter might carry a mace or club as a backup weapon to their primary weapon. Then, through play they'd figure out the uses for these things - in some ways, learning the uses for the things on the equipment list was a puzzle game within the overall game.
We take many of these things for granted these days, whether we have decades of gaming experience or for the younger crowd have access to every rules set ever conceived in which one can look up many (though not all) of the "hacks" (whether it's figuring out whether it was demons or devils susceptible to cold iron, or whether fire or lightning is good against a grey ooze). But even today, there are still some hacks that most people won't remember off the top of their head, and smart DMs will throw new ones into their games to keep their players on their toes (say, a specially enchanted mummy that regenerates damage from fire).
Thanks for pointing out that it's not related to Holmes... I followed the link yesterday, but couldn't make the connection. Thought I was missing something.
ReplyDeleteOops! Google+ app foils me again
ReplyDeleteI meant to post this to my public feed, but Andy C saved me by bringing the discussion back to D&D. I'll delete this for being Off Topic if desired.
ReplyDeleteIt's fine to leave it here. I found it interesting, and I've never even used an SNES. (I did finish Super Mario 2 on the original Nintendo)
ReplyDeleteAndy C thanks for the thoughtful reply. I wonder if any D&D secrets have stayed hidden that long? Zombies poisoned by salt sort of stayed hidden for over 20 years. ; )
ReplyDelete