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D&D Older Editions
Listening to old-timers describe RP in the 70s and 80s
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<blockquote data-quote="Mannahnin" data-source="post: 9177101" data-attributes="member: 7026594"><p>Yep. And again, you usually don't need this kind of organizational tool/role unless it's a larger group. I've most commonly seen it employed with groups above 6 players, especially when we start getting up to 8-10. When I first played Palace of the Vampire Queen with Frank Mentzer at a convention ~2011, we had two tables full of players, 12 in all, and he had us nominate a Caller for each table.</p><p></p><p>And as we discussed up-thread, the role also has added value in online conference call play, because it helps reduce the issue of turn-taking/unheard people talking over each other.</p><p></p><p></p><p>It's still a decent time-saver there, though. If the group elects someone to make the "left turn or right?" decisions in the dungeon, you get less time spent on those decisions. Still SOME, though, because when you're doing it right the other players are still free to pipe up with a suggestion if they've spotted a clue on the map or remember a detail. </p><p></p><p>CALLER: "DM, you said both passages at the fork look identical? Ok, we go East."</p><p>OTHER PLAYER: "We said we were heading back to the bugbears, correct? Weren't they to the West?"</p><p>CALLER: "Oh right, good catch! West it is!"</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9177101, member: 7026594"] Yep. And again, you usually don't need this kind of organizational tool/role unless it's a larger group. I've most commonly seen it employed with groups above 6 players, especially when we start getting up to 8-10. When I first played Palace of the Vampire Queen with Frank Mentzer at a convention ~2011, we had two tables full of players, 12 in all, and he had us nominate a Caller for each table. And as we discussed up-thread, the role also has added value in online conference call play, because it helps reduce the issue of turn-taking/unheard people talking over each other. It's still a decent time-saver there, though. If the group elects someone to make the "left turn or right?" decisions in the dungeon, you get less time spent on those decisions. Still SOME, though, because when you're doing it right the other players are still free to pipe up with a suggestion if they've spotted a clue on the map or remember a detail. CALLER: "DM, you said both passages at the fork look identical? Ok, we go East." OTHER PLAYER: "We said we were heading back to the bugbears, correct? Weren't they to the West?" CALLER: "Oh right, good catch! West it is!" [/QUOTE]
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