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<blockquote data-quote="pemerton" data-source="post: 7716666" data-attributes="member: 42582"><p>This prompted three thoughts in me.</p><p></p><p>The first was to remind me of Luke Crane's rather critical remarks about Expert D&D and AD&D compared to Moldvay Basic. The basic point of his criticism is that, as the "world" gets too big and rich, the capacity of the players to extract meaningful clues out of the GM's narration (eg coldness, the smell of cinnamon, etc) becomes increasingly lessened.</p><p></p><p>The second was to make me think of all the "silly" D&D monsters - not just the plain silly ones like mimics and ear seekers, but the meta-silly ones like pseudo-undead and gas spores. This sort of set up is just primed for the GM to play those sorts of expectation-thwarting tricks, and yet if they're taken very far at all they disrupt the conventions on which their place as tricks rather than outright abuses depends. The traps which trigger when the square 10' in front is pressed are analogous. Is classic D&D inherently liable to (which is not at all to say "desined to") a spiral into meta-driven instability?</p><p></p><p>The third was to remind me of why I'm not that good at, and don't really enjoy, this classic playstyle. I don't find it interesting enough to maintain the requisite attention, either as GM or player. (Needless to say that's an observation about me, not remotely a cricitism of the style.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7716666, member: 42582"] This prompted three thoughts in me. The first was to remind me of Luke Crane's rather critical remarks about Expert D&D and AD&D compared to Moldvay Basic. The basic point of his criticism is that, as the "world" gets too big and rich, the capacity of the players to extract meaningful clues out of the GM's narration (eg coldness, the smell of cinnamon, etc) becomes increasingly lessened. The second was to make me think of all the "silly" D&D monsters - not just the plain silly ones like mimics and ear seekers, but the meta-silly ones like pseudo-undead and gas spores. This sort of set up is just primed for the GM to play those sorts of expectation-thwarting tricks, and yet if they're taken very far at all they disrupt the conventions on which their place as tricks rather than outright abuses depends. The traps which trigger when the square 10' in front is pressed are analogous. Is classic D&D inherently liable to (which is not at all to say "desined to") a spiral into meta-driven instability? The third was to remind me of why I'm not that good at, and don't really enjoy, this classic playstyle. I don't find it interesting enough to maintain the requisite attention, either as GM or player. (Needless to say that's an observation about me, not remotely a cricitism of the style.) [/QUOTE]
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