Aaron L
Hero
tx7321 said:Crimthan, that was an inspired post...you truely are "Great".
Seriously, there is a huge difference in the "culture" of players between 1E/OD&D and 3E.
Some of that diff. relates to who WOTC marketed 3E to (Magic players, used to self determination and stacking, and then the 2E players used to backstory and linear plot), but a bigger reason for the difference in "player culture" between 1E and 3E are the actual 3E rules themselves which empower the player and strip the DM of his godlike status. The next time you play 3E, take a look around at your other players and see how involved they are with themselves and their in-depth knowledge of the rules, and see what a weak role the DM really plays. Then watch if the DM trips up, it'll be like watching 6 hyena taking down a tired out gazelle. DMing in 3E is a horrible job on so many levels its not even funny... Part of why I returned to 1E I guess...as the above poster noted....there really isn't any room for the 1E mindset in 3E....the 1E player really was shown the door.
We played 1E right up until 3E came out, then we switched over because of the incredible amount of versatility and customization options for characters in 3E. Apart from being able to make our characters any way we want, we pretty much play 3E the same way we played 1E. We dont argue over the rules, we dont get into fights about them. The DM hasnt lost any power. I've never seen this "DM dis-empowerment" people complain about. What I have seen is a solid, reliable base of rules which everyone can agree on, a solid "physics engine" that doesn't require the DM to make a lot of houserules and spot decisions to cover things nt in the rules.
But we've never had this "DM is god and the players are peons under his thumb" attitude in any of our games, 1E or 3E. I dont think thats in any way a "1E mindset," I think thats just something you've ascribed to it. Were all friends trying to have a good time. We trust the DM to come up with a good scenario and play intriguing NPCs within the bounds of the rules all the rest of us play by. Of course he can bend and break rules when necessary to make for a better story and/or game, but usually isn't required because the rules cover a lot of stuff. I view this as a benefit for the DM, not a penalty, letting him concentrate on making good adventures, not having to make good rules.
When I DM for the group, I'm certainly very glad of the solid rules framework of 3E.