One of the things that attracted me to the OSR was the idea that dungeons would be dark, scary places where running out of light would be a real risk. But I can’t for the life of me figure out how to make that work in a way that doesn’t break my suspension of disbelief.
- There ought to be plenty of time. I’m sorry — there’s just no explanation of the whole “ten minute turns” thing that’s ever going to make sense to me. It just doesn’t take that long to look around a room and walk a few feet to the next one.
- The players ought to have plenty of torches. A torch is, like, a stick. You’re telling me that fills a whole inventory slot, the same amount as a sword? You’re telling me they don’t have enough money to stock up enough of those that they never have to worry about it?
- They wouldn’t use torches, anyway. An indoor torch would fill the room with smoke. They would use candles, which would also last a lot longer than torches. (Fine, maybe your fantasy world has torches that don’t produce smoke, but wouldn’t they still carry candles as a backup so they never run out of light?)
The funny thing is that OD&D and B/X don’t seem to care much about light tracking. I’ve been told that OD&D doesn’t list how long light sources last, and you have to go two optional rules deep before the OSE SRD cares how many touches you can carry.
I want to be 100% clear, I’m not trying to rain on anyone’s parade or poke at anyone’s fun — I want to be having fun with you! I just don’t understand how I’m supposed to ignore or rationalize this stuff.
And, even if I did — even if I accepted convention and decided it all makes perfect sense — won’t the players always be able to buy enough torches so that they never have any real risk of running out of light? What’s even the point of tracking it if running out isn’t a real risk?