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Grumpy, yet verbose.

Wednesday, May 2, 2012

Moldvay Musings II


The next bit in Part 4 that I find amusing is that of the Caller. 

"One player should be chosen to tell the DM about the plans and actions of the party."

I don't know about the rest of you, but I've rarely played or run using this method. I can see its appeal on a certain level; the DM remains distanced from the debating between players as they figure out their next move, and then he gets a single voice telling him what they do.

On the flip side, it seems it would hurt the social aspect of the game, and I would be leery of letting one player dominate the table talk to such a degree. 

The Mapper:

I like the implication of this section; basically that it is the player's responsibility to make a map of the dungeon. The DM provides the description and detail, the player gets it down on paper. After years of using Chessex mats with hex and square grids, I found this sentence particularly interesting:

"It is most important to record proper directions, shape, and approximate size, rather than spending a lot of time determining exact distances and filling in minute details."

This would indicate to me that a player's map shouldn't be some perfect reproduction of the DM's, rather a "working diagram" that would let the PCs find their way around inside –and back out– of the dungeon. 


7 comments:

  1. According to my experience, Callers are usually (not always) despised by those DMs who ask players to play without revealing their PC sheets each other.

    I mean, DMs often see in it a sort of meta-game or a way to act out of character: IMHO it's just a way to pull gameplay towards a gamist direction (like 4E actually does with a continuous DM/players challenge).

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  2. I can see your and Hamel's points about the Caller. In my experience though using a Caller really helps to get the party to co-operate and act as a unified force instead of several individuals. I guess it depends on how often and how much it gets used.

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  3. Oh, I'm not arguing its merits, just pondering how often its used.

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  4. I've never used the caller rule, but I'm thinking about giving it a go. I can see how it would be useful to get everyone's actions sorted out before the caller announces them, and then shift to a one-on-one model to resolve the announced actions. I've always had a terrible time keeping track of game time when each player is free to declare actions separately - which ones are happening simultaneously, and which ones sequentially? Using the caller might help to delineate game turns more clearly.

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    1. Not to pimp my own stuff, but you might check out Faster Monkey's Turntracker. Its focus is more on using up resources, but it can help with the timekeeping a bit.

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  5. Although we never had a 'caller' as such, we did used to choose a spokesman from the party who we shoved forward to deal with NPCs. And I love being the designated mapper, even when we don't need one :)

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  6. Just about 12 years late to the party here, but am enjoying the moldvay musings.

    Wanted to comment because I see the Caller as being a good way to facilitate teamwork. Instead of "I do so and so" and "and I do something different", the caller can help the group focus on "what do WE do as a group here?"

    It's not the callers job to decide, but it is the callers job to try and help the group towards a group decision.

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