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<blockquote data-quote="billbo" data-source="post: 1008468" data-attributes="member: 12993"><p>The old AD&D first edition was less generic than 3.0. 3.0 is such a bland, featureless, generic toolbox of a ruleset that it just failed to inspire me. </p><p></p><p>I think the new edition puts a little bit more fun and inspiration into, for example, the DMG. I'm having fun reading the little bit about urban environments and encounters. There's not a lot of information here, and I'm sure almost every DM here will say, "Gee, that's all pretty damn basic," and you're right; still, it's nice to see the DMG actually start address the important matters of world-building and adventure-creating once again. </p><p></p><p>The Old AD&D PH had the most magical section in the back of the book-- "The Known Planes of Existance." That old silly chart really fired my imagination as a kid. It's nice to see the planes put back into the core game (this time, in the DMG). The DMG's stuff on the planes looks okay so far, nothing really great, and I don't like the D&D Great Wheel Cosmology anyway; but at least it looks like they've provided a bit of a starting place for constructing your own cosmology. Again, I'm glad to have that back in the core game.</p><p></p><p>Here's a thought: Maybe these books aren't worth all the new money we paid (although, you know, I kinda dig them), but I think they offer a much more complete game than did 3.0 to the <i>new gamer</i>, and there's a certain value you have to place on that, if you want to see this hobby grow.</p></blockquote><p></p>
[QUOTE="billbo, post: 1008468, member: 12993"] The old AD&D first edition was less generic than 3.0. 3.0 is such a bland, featureless, generic toolbox of a ruleset that it just failed to inspire me. I think the new edition puts a little bit more fun and inspiration into, for example, the DMG. I'm having fun reading the little bit about urban environments and encounters. There's not a lot of information here, and I'm sure almost every DM here will say, "Gee, that's all pretty damn basic," and you're right; still, it's nice to see the DMG actually start address the important matters of world-building and adventure-creating once again. The Old AD&D PH had the most magical section in the back of the book-- "The Known Planes of Existance." That old silly chart really fired my imagination as a kid. It's nice to see the planes put back into the core game (this time, in the DMG). The DMG's stuff on the planes looks okay so far, nothing really great, and I don't like the D&D Great Wheel Cosmology anyway; but at least it looks like they've provided a bit of a starting place for constructing your own cosmology. Again, I'm glad to have that back in the core game. Here's a thought: Maybe these books aren't worth all the new money we paid (although, you know, I kinda dig them), but I think they offer a much more complete game than did 3.0 to the <i>new gamer</i>, and there's a certain value you have to place on that, if you want to see this hobby grow. [/QUOTE]
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