JiffyPopTart
Bree-Yark
With the relative lack of 5e mechanics to discuss, there is (from my perspective) more of a trend this edition for Enworld discussions to be focused on more general D&D and RPG topics versus character build and rules parsing.
Among the majority of these general discussions are many threads involving the OSR, desire for things to not change from the past, and discussions on making your 5e game not feel like 5e.
I have been involved with D&D since the early 80s. I was the right demographic to watch the cartoon, I had the action figures , I had the choose-your-own-adventures, and I stole my brothers BECMI box sets out of his closet. I distinctly remember putting the 3 ring bound Basic book in my Trapper Keeper to try to read in 4th grade, although my knowledge of the rules was lacking, I absorbed that book like none other.
I didn't actually play RPGs properly until High School, the late 80s. There we had campaigns of every sort....2e D&D among others. This is when I learned how to actually play an RPG and then run them.
High School turned to young adulthood and 3e rolled in. I was super excited to see something NEW. I recruited some work friends and started a group to play it. Since then we have been gaming with the same core group up until today. During that time we have no ed from 3, to 4, to 5e. We have tried other systems. My favorite RPG of all time, Torg, has seen a complete reboot. We dip our toes into what's new and keep an eye out for what's next.
There are systems I like more than others. There are systems that everyone loved, and others that nobody really cared much for (DragonAge), and others in between. One thing that sta ds out to me however, is that we can find some nuggets of worth in most games and our game choice is as much a case of trying something new as it is mastering the old.
So this brings me to the grognards of Enworld. I am always baffled at the sheet amount of words in support of RPG gaming having peaked sometime in the late 70s, with no system since that time being in overall comparison sake "better" for them.
I don't really have a question, but more of an invitation for discussion. If you think RPG design peaked in the late 70s, what about that design speaks to you so strongly?
I do have a lot of nostalgia for that Basic rulebook I had in the early 80s, but having played the game compared to a modem design my admiration for that system is entirely based on the nostalgia it represents. Descending AC, wizards with one spell a day and 4hp, puzzles mixing real world knowledge with character problem solving and "beating the adventure" versus "telling a good story" all are things I avoid in 2021.
Among the majority of these general discussions are many threads involving the OSR, desire for things to not change from the past, and discussions on making your 5e game not feel like 5e.
I have been involved with D&D since the early 80s. I was the right demographic to watch the cartoon, I had the action figures , I had the choose-your-own-adventures, and I stole my brothers BECMI box sets out of his closet. I distinctly remember putting the 3 ring bound Basic book in my Trapper Keeper to try to read in 4th grade, although my knowledge of the rules was lacking, I absorbed that book like none other.
I didn't actually play RPGs properly until High School, the late 80s. There we had campaigns of every sort....2e D&D among others. This is when I learned how to actually play an RPG and then run them.
High School turned to young adulthood and 3e rolled in. I was super excited to see something NEW. I recruited some work friends and started a group to play it. Since then we have been gaming with the same core group up until today. During that time we have no ed from 3, to 4, to 5e. We have tried other systems. My favorite RPG of all time, Torg, has seen a complete reboot. We dip our toes into what's new and keep an eye out for what's next.
There are systems I like more than others. There are systems that everyone loved, and others that nobody really cared much for (DragonAge), and others in between. One thing that sta ds out to me however, is that we can find some nuggets of worth in most games and our game choice is as much a case of trying something new as it is mastering the old.
So this brings me to the grognards of Enworld. I am always baffled at the sheet amount of words in support of RPG gaming having peaked sometime in the late 70s, with no system since that time being in overall comparison sake "better" for them.
I don't really have a question, but more of an invitation for discussion. If you think RPG design peaked in the late 70s, what about that design speaks to you so strongly?
I do have a lot of nostalgia for that Basic rulebook I had in the early 80s, but having played the game compared to a modem design my admiration for that system is entirely based on the nostalgia it represents. Descending AC, wizards with one spell a day and 4hp, puzzles mixing real world knowledge with character problem solving and "beating the adventure" versus "telling a good story" all are things I avoid in 2021.