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Old 26th June 2006, 05:13 AM   #361 (permalink)
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Quote:
Originally Posted by Col_Pladoh
That sort of campaign is hogwash in terms of the FRPG, proper for a comic book superhero system where the characters can become tremendously powerful and need such opponents to make the game even vaguely interesting. In short, I think the concept is childish and not worth pursuing by mature gamers.
Forgive me for back-tracking the thread a bit . . .

On this thought, what of campaigns deliberately designed for high-level play, such as that of Francois Marcela-Froideval?
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Words of wisdom from Gary Gygax:

From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
  • Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
  • Those that complain about real challenges might be better off playing Candyland with their little sister
  • First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
  • There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
  • [E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
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Old 26th June 2006, 04:34 PM   #362 (permalink)
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Howdy!

I taught my younger children to cheer when that closing cretit ran on screen

that the spinoff version of the show never went into production is a sad thing, bacause iw was better, more mature, then the initial series.


Cheers,
Gary
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Old 26th June 2006, 08:23 PM   #363 (permalink)
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Quote:
Originally Posted by Col_Pladoh
Howdy!

I taught my younger children to cheer when that closing cretit ran on screen

that the spinoff version of the show never went into production is a sad thing, bacause iw was better, more mature, then the initial series.


Cheers,
Gary
Last night as me and my brother were watching an episode of that old 'toon on cable we started talking about how there has never been another D&D cartoon. Seeing how Drizzt novels sell very well, and sell a lot to non players, why isn't there a FR cartoon starring Drizzt? I don't like either, but I know if it was well animated and decently written I'd be all over it. Not a "Saturday morning" style cartoon, but a more mature show on Cartoon Network or something like that. Seems like it would be a good marketing push for the game, unless Hasbro think any possible gains are not going to be worth it in light of the expense.
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Old 26th June 2006, 09:49 PM   #364 (permalink)
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Quote:
Originally Posted by Flexor the Mighty!
Last night as me and my brother were watching an episode of that old 'toon on cable we started talking about how there has never been another D&D cartoon. Seeing how Drizzt novels sell very well, and sell a lot to non players, why isn't there a FR cartoon starring Drizzt? I don't like either, but I know if it was well animated and decently written I'd be all over it. Not a "Saturday morning" style cartoon, but a more mature show on Cartoon Network or something like that. Seems like it would be a good marketing push for the game, unless Hasbro think any possible gains are not going to be worth it in light of the expense.
That's a poser!

Perhaps Hasbro isn't interested in such a cartoon series, or perhaps they can't find a production entity that is, because of costs and the difficulty of finding a channel to air the series that would be willing to pay the freight.

What with computer-generated animation, I should think it wouldn't be all that expensive to produce each episode of a new show based on the D&D game. Because of the computer versions of the game, the potential audience is surely large eough.

cheers,
Gary
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Old 26th June 2006, 10:46 PM   #365 (permalink)
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I'm having fun with a rakshasa whose plotting includes creating a servitor race and taking over villages . . . the PC's are about to run him out of town, but he's too tough for them to kill, since they don't know what he is. Immortal shapechanger with magical powers = cool Boss Monster.
Very nice
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Old 27th June 2006, 12:50 AM   #366 (permalink)
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Gary, first of all many thanks for creating a game that's given me and my friends endless hours of enjoyment over the last 20 some-odd years.

In talking with many of my fellow gamers most of us seemed to have experienced sometime in our early gaming career the "Wonder moment." A time when we were first introduced to D&D or another RPG and after being confused by the pile of numbers, stats, and dice had a singular moment where your imagination "clicked on" and you were seeing the game in your head and you were hooked forever. Did you ever have a "wonder moment" and when did it occur?
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Old 27th June 2006, 08:44 AM   #367 (permalink)
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Thanks for answering the previous questions!

Why the dungeons? Where did that idea come from? Why dungeon is the archtypical fantasy roleplaying adventures enviroment?
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Old 27th June 2006, 01:24 PM   #368 (permalink)
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'Bout time for a new thread, Henry?

Page 10. Or are we gonna let this thread run on forever, like the last one? About time to archive this one?
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Old 27th June 2006, 05:32 PM   #369 (permalink)
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Quote:
Originally Posted by Gearjammer
Gary, first of all many thanks for creating a game that's given me and my friends endless hours of enjoyment over the last 20 some-odd years.

In talking with many of my fellow gamers most of us seemed to have experienced sometime in our early gaming career the "Wonder moment." A time when we were first introduced to D&D or another RPG and after being confused by the pile of numbers, stats, and dice had a singular moment where your imagination "clicked on" and you were seeing the game in your head and you were hooked forever. Did you ever have a "wonder moment" and when did it occur?


Of course you are welcome, for I have greatly enjoyed the whole gaming experience myself.

You asked a good question. Indeed, from the time I sat down to create the rules for the OD&D game I was filled with a thrilling sense of wonder and excitement to present and play such a game. That continued on for several years after D&D and AD&D were published,...until the grind of business and associated matters rather wore it out. However...

I have been working on polishing the core rules for the Lejendary AsteRogues Fantastical Science RPG the last week or so, and sure enough, the old enthusiasm was right there! the only problem I have is that my creative energy now runs out in a few hours rather than lasting all day :\

Cheers,
Gary
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Old 27th June 2006, 05:38 PM   #370 (permalink)
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Quote:
Originally Posted by MutieMoe
Thanks for answering the previous questions!

Why the dungeons? Where did that idea come from? Why dungeon is the archtypical fantasy roleplaying adventures enviroment?
Sure

Credit Dave Arneson and Dave Megary (designer of the Dungeon! boardgame) with my concentrating on subterranean settings for the D&D game. The contained adventuring environment was perfect for establishing fixed encounters before a game session, and for developing progressively more hazardous ones as the PCs grew in their capacity to manage them.

Of course, many an exciting fantasy yarn has been set in such surroundings, beginning with that of Theseus and the Minotaur, eh?

Cheers,
Gary
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Old 27th June 2006, 05:39 PM   #371 (permalink)
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Quote:
Originally Posted by Steverooo
Page 10. Or are we gonna let this thread run on forever, like the last one? About time to archive this one?
I think about 12 pages is a good place to stop, but is 10 is easier to archive, I can begin a new one.

Cheers,
Gary
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Old 27th June 2006, 08:48 PM   #372 (permalink)
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Gary, there's presently an interesting thread discussing the design merits of the Tomb of Horrors. Perhaps you'd like to comment?

Is the original Tomb of Horrors a well-designed adventure module?
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Words of wisdom from Gary Gygax:

From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
more words of wisdom:
  • Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
  • Those that complain about real challenges might be better off playing Candyland with their little sister
  • First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
  • There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
  • [E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.
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Old 27th June 2006, 09:01 PM   #373 (permalink)
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Quote:
Originally Posted by Gentlegamer
Gary, there's presently an interesting thread discussing the design merits of the Tomb of Horrors. Perhaps you'd like to comment?

Is the original Tomb of Horrors a well-designed adventure module?


I have read a good deaql of it, and I determined not to post, as there is no disputing taste.

Of course I not only think that they are, but have observed the coddled state of many new gamers as they died before my now beloved Old Guard Kobolds or met otherwise useless deaths because they: 1) were not thinking, and/or 2) assumed that whatever they met in an encounter they could deal with, and/or 3) they expected a special Dm intervention such as a save wneh they totally screwed up.

Finally, there is no distinction between "having a PC figure something out" and the player doing so, Unless a psychotic schizophrenic is playing, the two are not separate entities, as the player is making believe he is the game character.

How supposedly mature persons can get all worked up over a matter pf personal taste in a game of make-believe is beyond me

Cheers,
Gary
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Old 27th June 2006, 09:11 PM   #374 (permalink)
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Originally Posted by Col_Pladoh

How supposedly mature persons can get all worked up over a matter of personal taste in a game of make-believe is beyond me

Cheers,
Gary
You and me both.

Im sure folks must derive some sort of satisfaction over debating over minutae, but where's the fun? Where's the mystery and suspense?
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Old 27th June 2006, 10:12 PM   #375 (permalink)
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Originally Posted by gideon_thorne
You and me both.

Im sure folks must derive some sort of satisfaction over debating over minutae, but where's the fun? Where's the mystery and suspense?
Worse still!

Many new players these days demand that there be no mystery and suspense at all, that everything magical be spelled out and formulaized so as to be producable by any common person with a modicum of magical ability

Cheers,
Gary
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Old 27th June 2006, 10:21 PM   #376 (permalink)
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Worse still!

Many new players these days demand that there be no mystery and suspense at all, that everything magical be spelled out and formulaized so as to be producable by any common person with a modicum of magical ability

Cheers,
Gary
Im sure they are just trying to protect the business of the common layman and Larry's Used Magical Junkyard. ^_^

Or even an international business who's motto would then be "Watch out for falling charges." Spell-Mart. ^_^
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Old 27th June 2006, 10:28 PM   #377 (permalink)
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2) assumed that whatever they met in an encounter they could deal with, and/or 3) they expected a special Dm intervention such as a save wneh they totally screwed up.
My very first D&D 3.5 group basically collapsed because of this problem. They just woudn't flee no matter what. Then they got upset when their 1st level characters almost died and pretty much demanded (in not so many words) that I make their characters invincible by fudging the rolls constantly.
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Old 27th June 2006, 10:43 PM   #378 (permalink)
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Quote:
Originally Posted by gideon_thorne
Im sure they are just trying to protect the business of the common layman and Larry's Used Magical Junkyard. ^_^

Or even an international business who's motto would then be "Watch out for falling charges." Spell-Mart. ^_^


Well said!

Cheers,
Gary
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Old 27th June 2006, 10:52 PM   #379 (permalink)
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Quote:
Originally Posted by Iron Captain
My very first D&D 3.5 group basically collapsed because of this problem. They just woudn't flee no matter what. Then they got upset when their 1st level characters almost died and pretty much demanded (in not so many words) that I make their characters invincible by fudging the rolls constantly.
Just so

Most of the players in my campaign, all of my own PCs, were never too proud to take to their heels when the opposition was clearly overwhelming. In fact, a good bit of thrilling adventure went into some of the ensuing chases. When Mordenkainen and bigby met their fate at the hands of Rob's super iron golem, it was bacause they hadn't the means to escape quickly, not that they didn't wish to beat feet

As a DM I made lemonade out of the "lemons" of the new players' reluctance to flee, to stand and die before a foe that was trashing them. That is how the Old Guard Kobolds came into being, and they have grown in both individual ability, numbers, and organizarion so they now pose a meaningful threat to PC parties of 4th or 5th level. Sadly, a group of such PC that were veterans took ost of them out, but iw was a casual play session, so I won't count it against the little humanoids

Cheers,
Gary
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Old 27th June 2006, 11:07 PM   #380 (permalink)
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Quote:
Originally Posted by Iron Captain
My very first D&D 3.5 group basically collapsed because of this problem.
What's the matter with kids today?

Seriously, I'm OK with there being rules for "everything" in the universe in 3.x, and for PC's to eventually be able to do them all, but the emphasis on "balance" in adventures is lame.

Unbalanced "life is like a box of chocolates", kobold in one room, dragon in the next is part of the spirit and the danger of adventuring. I LOVE being able to have a party see their progress in power by nearly being TPK'd by random encounter wolves at 1st level, and not even slowing down to waste a dozen of them at 9th level.

I figure Bilbo Baggins faced TROLLS at 1st level, and survived, and it was exciting.

My latest 1st level party is in the Sunless Citadel, and the troll in there is not nerfed either . . . if they are foolish enough to release it, they'd better smarten up and run. So far, I haven't faked one die roll in this campaign . . . I was thinking of converting a natch 20 on the first monster attack in the game -- two giant centipedes in homage to Gary's answer about the first monsters fought in the game -- but a player saw it and said "Oh crap" before I could lie. So, so far exciting, knowing when I saw, "Darn, one more hp on that hit and you'd be dead!" that I actually mean it.
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