Let me talk about the players I have gathered for my Thursday night Labyrinth Lord group, and discuss a little about their backgrounds with gaming and their reactions to my campaign as far, with some of my own commentary thrown in.
Aaron M. is a friend of mine from early 2005 whom started playing D&D with 2nd edition. As such, he has been exposed to games with strong narrativist elements, and generally, enjoys his games that way. He was involved with a long running Exalted game, and it really has colored his gaming experiences (in mostly positive ways) afterwards. Aaron has played 2nd editio, 3rd edition, and 4th edition D&D. This is his first time playing an edition (despite LL being a retro-clone) that is pre 2nd edition.
It took me a while to articulate my thoughts and reasonings for wanting to play a Labyrinth Lord game. We started off talking about 1st edition, but after some thinking, I decided I wanted to do a B/X game, because it was the D&D I first started playing. He could see my reasoning, and with his invaluable help, we gathered the rest of the gamers we have in the group now. It was his ability to gather people, as well as his trusting in my choice of game, that made the LL game possible.
Charles F. is a gamer I met last year when I posted an ad for a 4th edition game and I took to him readily. He is a funny guy and cool as a cucumber. I know he has played 3rd edition ad 4th edition D&D, but of anything else, I am unsure. He is pretty sharp and often picks up on cues and clues before others do.
Chris B. is a guy I have known since I was in High School. I know for a fact Chris has played in dungeon crawls, though I do not know if they are like the one he is in now. I know Chris has the Rules Cyclopedia, and possibly the Mentzer Red Box, but I doubt he has anything older (I once had the Holmes booklet, but I have since found it impossible to find). I'm not sure if he has played 1st edition, but I know he has played every edition from the Rules Cyclopedia and onward. I would best describe Chris as a swashblucking bravo, the kind of player who revels in having a perceived character style, and one that is dashing and exciting. He often tip toes the line between danger and caution, and sometimes, for me, it's hard to predict what he will reasonably do.
Luke P. started on 3rd edition and played some 4th edition. Luke is a bit on the quiet side, and seems to favor the melee kind of character, but you can count on him. He is a solid foundation on which you can build a group of players, a plan, a party, or anything else that requires cooperation. He isn't as expressive as some people, and sometimes I can't tell if he is enjoying the game or not, but his continued patronage leads me to believe he continues to enjoy the game.
Matt H. is another individual I met last year for the 4th edition game. His wife is the friend of Aaron's wife, and thus they met and, as it turned out, they both like games. Matt first started playing D&D with 4th edition, and thus this must be quite a new experience for him, but he seems to enjoy it.
These five and me gather on TokBox and the Dragonsfoot chat room to play each Thursday. Now, I have said before I'm not old school, and don't consider myself in the least. What I have learned, and have noted with high interest, is that, in a way, we are playing out the evolution of the experienced player and referee. This being the first mega dungeon I've really constructed beyond one level, and this being the player's first mega dungeon (according to my knowledge), there has been a shift in the player's paradigm towards the dungeon environment.
In the past three sessions, the players have begun to use tactics that do not require a direct mechanic interface. For example, they bolt and bar doors to prevent escape or entry, or have used chokepoints based on the layout of the dungeon. In the last session, they even used various mining tools to break through a dungeon wall to bypass a room they knew to be a trick / trap.
Meanwhile, on my side, having designed 2 levels of the dungeon so far, I have tried to come up with various tricks and traps to foil them. They are astute, and thus, these 2 levels will be the litmus test for what they solve, what they have problems with, and what doesn't work at all. As I said, they are changing their tactics and style to deal with the tricks and traps I have used as far, and as they get smarter, so will I.
In such a way, I realize that the player versus the dungeon is the case of the mouse and the mouse trap. The trap is simple at first, but as the mouse learns, so must the trap become more advanced to foil the mouse. It becomes a matter of dangerous escalation, one of which I am sure the players will be up to the challenge when it comes.
In this way, I think this is the failing of modules when used incorrectly. As a referee, it has become appearant to me in this short time span that a referee must have an intimate knowledge of what his players are capable of. Making your own dungeon, or changing a publicated one, allows one to suit the challenge to the players. And thus, we come to one of the intrinsic values of the OSR and OSR related gaming: challenge the players.
Of course, I am always learning as I go on, as they are. As I look back, I can see where I err, and how I can use cues and clues to avoid being in err again. Another quality of OSR types of games seems to be show, not tell. I will demonstrate how I plan to execute this principle in my future sessions: say there is a goblin lair. Several rooms connected with a lair of goblins. As the characters approach this area, I can use various sensory clues that are consistent with what they have encountered before. Perhaps the goblins have a malodorous lair, and it extends in the halls around it. Perhaps they toss trash outside of the lair in the halls themselves. Perhaps the players hear chatter at the door.
At this point, one must be sure they have encountered a lair, rather than a simple room filled with goblins. With such information, they could make an informed decision as to whether they should charge in, and perhaps suffer defeat, or some other tactic of their devising.
This comes from the players saying (almost demanding) more information, more expositional reward for their investigative excursions into my dungeon. I agree with them. It is my job to challenge them, and thus, to challenge them, I must give them the information and tools to be challenged. If I do not give them these things, then they are blindly waltzing from danger to danger, which is not challenge, but more suicidal incidents.
And that is what I learned from 3 sessions of Labyrinth Lord.