Manbearcat
Legend
I don't think you've left me much of substance to reply to. Clearly I've opened up some old wound that still hurts, and as you even admit much of the reply doesn't pertain to my post, I'm going to just let it pass for the most part.
But I do want to protest that however you read me, I did not and never claimed to encapsulate all of what Dragon contained in the early to mid 80s. Certainly I know that it contained art work, interviews, original games, supplemental material of all sorts, comics and so forth and I don't see how mentioning these things is a rebuttal. I was never attacking the quality of Dragon.
Starting from the bottom:
1) I never thought you were making a claim about the quality of Dragon (nothing I posted engaged with that). The claim you made that I was addressing (which it appeared to me you were making indispute of my “Trad vs 2nd wave” idea) was that there was an overwhelming pervasiveness of “realism sim” culture so embedded in D&D that the power of that signal was there in the game texts, in Dragon, and across micro-communities. That is the claim I’m addressing and that I disagree with (which is why I brought up the breadth of Dragon content and spoke about the prose in Gygax’s D&D vs Basic/Expert).
My claim is that it was there, but it was factional and unfocused (and incoherent with the game texts...hence why Runequest and Rolemaster had early refugees from D&D), not fundamental.
2) I’m not wounded. These are my thoughts on D&D’s history as I experienced it. I’ve put them on the Internet. Engage them or not.
3) Obviously I disagree about there being substance. Maybe you could address what I wrote about “intentful design” (as it’s central):
Do you think precise Environment Scaling/Movement Rates + Exploration Turns + Wandering Monsters/Random Encounters + Gold for XP (and not for monsters) is just a happy accident/bereft of intent and not intenful/thoughtful design to create a very specific impetus and environment for player decision-making?
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