Deleted
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Post by Deleted on Dec 1, 2007 10:13:35 GMT -6
Yes, indeed. Keeps us honest!
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Post by crimhthanthegreat on Dec 2, 2007 21:11:06 GMT -6
I never saw the pace of exploration dictated by sleep (or cure) spells in any of the home, game-club, or convention games I played in until I re-started playing AD&D with a new group in 2004, at which time it was the universally accepted conventional wisdom, and has been ever since. I've mentioned this a couple times before in other threads -- there seems to have been a huge shift in the conventional wisdom of "how the game is played" sometime between c. 1992 (when I pretty much gave up on D&D the first time around) and 2004. (As for what did dictate the rhythm of exploration, there was no single factor, but rather a combination -- hit points, availability of spells/magic (which includes, but isn't necessarily limited to sleep and CLW -- shocking as it sounds in the modern paradigm, players often took spells other than those two), encumbrance (once you've got enough treasure that you can't carry any more you might as well go home), achievement of goals, and (probably the single most important factor) real-world time -- the party keeps exploring until it's getting near time to end the session, then they head home.) Ditto and we have never made any such shift. We tend to head home when we are ready to wrap up and end the session.
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