Here is a few more:
+3 for rear attacks (Source: "A Quarter Century of Role Playing?" By Dave Arneson)
When I do my games, I give roleplaying points for people staying within their character. If they want to go out and kill things, that's easy to do, and a lot of referees that's all they do, but there's more to it. The richness is not in just rolling dice, the richness is in the characters and becoming part of this fantasy world. (Source: Pegasus #14, summer 1999)
One of the very first considerations for a party entering a new and unknown area should be to keep a low profile, i.e., keep one's eyes and ears open without drawing too much attention to oneself. ..... more and more wandering monsters were encountered ...As the adventurers .....made little or no attempt to conceal themselves or their activities. (Source: Dave Arneson, Oerth Journal # 6, Nov. 1997)
Arneson rules notes from Pegasus #1 1981:
Players roll hits and saving throws.
Players with dead characters are given monsters to play at each encounter. The referee must brief the player on the monsters goals and motivations – often no more complicated than guard this room or kill intruders. The player is given total control of the monster, speaking for them if need be and otherwise controlling their actions and decisions. The Player or players, as the case may be can be kept involved in the game by handing over control of each group or individual monster encountered until such time as they can introduce a new or resurrected character back into play.
Characters who limp back from an adventure with a lot of casualties in the party gain a bad reputation and have a hard time finding hirelings. The same is true of non-cooperative characters who fight among themselves.
Characters of opposite alignments cannot adventure together.
_________________ "The gamemaster may find that sometimes it is a good idea to just let the unexpected lead where it will." Dave Arneson - DNA DOA
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