Tree Of Life Tactical Options Breakdown: So, yeah, this module uses a choice of options mechanism that I'd originally proposed as a D&D utility in a concept piece adventure submission to TSR's Dragon magazine. The module instructions impose six possible ways the party as a whole may respond to a situation, that still make up a good mix: Engage (initiate combat) from the get go, or limit each party member to a move of no more than 2 hexes on the first turn in order to Observe (look around), Compose (prepare & consolidate) or Negotiate (appeal & compromise) before committing itself, and elsewise either Maneuver (find better position) or Dare (take what you want) as combat- ready yet tactically inoffensive alternatives. These options purposely correspond precisely to D&D's attributes of STR, INT, WIS, CHA, DEX and CON (or COMmEND is handy as a more descriptive overall mnemonic). Dragon Publishing was nice enough to return a review with its rejection, giving notes indicating they'd checked it out and explaining that the intrusion of a new mechanic into the existing rules wasn't felt to be the best way of teaching their readers to play better, if they must teach them at all. I can see them preferring to allow for individual creativity in finding the key to an opponent's defeat and so saving the day/ playing the hero as more experience worthy, even as the Death Tests are supposed to be geared toward finding standouts. Begs the question though of the need for a more considered approach as to how to deal with a given situation in the most likely way. And as far as I could make out, the ethos of play in D&D had congealed into a generically advocated practice of jumping in (preferably backstabbing) to put down any monster occupants of a room who'd stand in the way of only then concentrating with labored circumspection upon an exacting search of the place (thematically represented on the cover of the AD&D Player's Handbook). That implied understanding has been illustrated in some of the Dork Tower strips, with the players given to expressing what they feel by their way- to- go training is a righteous indignation when being reproved for some thoughtless overeagerness by the DM. `necessity for tactical considerations above class- keyed or alignment- inspired programmed responses, to deflect knee- jerk reliance on shoot first and ask questions later, even against what might appear to be harmless denizens - Thus the module is intended to be suitable for beginning figures and act as a prompt to such fledgling players toward more elective modes of conduct `a valid justification for applied ensuing resolution modifiers - penalties other than loss of experience points aren't much employed in this module so that they won't cripple a low- AP party Since TFT's turn sequence is one of global Movement followed by Action phase, in over- the- board play the initial designation of option could effectively be postponed til all sides have made their first- turn moves, and that's typically how `would play out, with the assumption that coordinating interchanges between party members ought to be taking place in the couse of Movement. That can effectively provide a modicum of relief for a period, against some of the worrisome "you snooze you lose" selfdoubt agitations of choosing to delay offensive action. However, when considered as a directed or unified plan of action, `.