For several months now, I've been running a forum-based (PBP) campaign of Dragon Warriors.
Since the game was published in the mid-80s, I'm sure many proponents of the Old Ways (TM) would decline to describe it as a true "old school" game, but as it resembles nothing so much as a British version of Basic D&D, it counts as one for me. This being the case, I've done my best to run it in an old-school fashion; which is to say that I take published scenarios, tweak them to fit my tastes, and then let the players muddle their way through as best they see fit.
Much like Basic D&D, DW lacks systems for searching, spotting, outwitting traps, solving riddles, and the like. The GM is expected to ask players to describe what they're doing with a given obstacle, rather than asking for an attribute check or skill roll. In this way, we are told, old school RPGs become more a test of player skill than they are a demonstration of character skill. Players used to tossing some dice to find out if they notice a loose flagstone (rather than having to declare that they're looking for it) can find it difficult to adjust.
The scenario I'm currently running for my players is The King Under the Forest, the first adventure written for Dragon Warriors. Having been published before the setting of the game, Legend, was even fully conceptualized, it is considerably different in tone from the gloomy, mysterious scenarios that followed: in this adventure, the players investigate what would best be described as a magical puzzle dungeon. There are traps and riddles and enchanted fountains and rotating wands and a room with an honest-to-god dragon in it.
Now, with a group largely unaccustomed to the old-school mode of play, tackling the dungeon in question would be a time-consuming and frustrating process even if we were all sitting around the same table. Trying to run it in the often-sluggish play-by-post medium, especially when two of the players live in different time zones from the rest, has proven to be what I think could fairly be described as a quagmire. Some players expressed disgust with the nature of the dungeon as soon as they divined it, others are just having a hard time figuring out what to do. Frankly, I am unsure if I'd be able to do a better job of running it if we were all in the same room. At any rate, for now I'm throwing out a lot of hints, and am using the Stealth/Perception mechanics from the game as written to govern "spot checks", but I'm a little uncomfortable with that.
I know others out there, including self-proclaimed "leader of the Old School Taliban" James Maliszewski, have some experience with running old-school dungeons via play-by-post. Is the issue I'm running into something others have noticed?