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Pros and Cons of going mainstream
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<blockquote data-quote="Luce" data-source="post: 6051905" data-attributes="member: 29760"><p>The usual declaimers:</p><p>This is NOT an edition war! </p><p>The only wrong way to play is to not have fun.</p><p></p><p>Greeting all.</p><p>I found the attached article and while personally not agreeing with authors conclusions it does seems to raise interesting topics for discussion.</p><p>In particular how has the focus of the game changed thorough the years and editions?</p><p></p><p>The author of the article argues that by reaching a more mainstream status the game have become more focus on the casual play making easy to pick up, but loosing some of its sense of wander.</p><p></p><p>Personally I feel that the earlier editions (OD&D, 1st and 2nd) were more focused on individual creativity where each DM makes an unique world of his own creation. In other words specialized, but more close fitting to the game group. There was a problem when switching groups or DMs for that matter. The growth of the PC was also more pronounced. 1st level adventurer is only slightly better then Joe NPC, while high level (10+ as defined by the High level handbook) is much more likely to succeed in a level appropriate challenge (hit more often, save more often etc). The world were more status quo - PC can face a variety of challenges in the same adventure (6 gargoyles vs 25 level lich) ans still feel threatened. It was up to them whether they will run or fight.</p><p>3rd and 4th streamlined the rules and tried to place an unification factor as well as fully disclosed math. That increased the ease of play but also introduced predictability and for some a drive for optimization. Rules layering is nothing new, but I feel it rouse to new levels as well as get more organized in last two editions. I do not fight the expected wealth by level to be wrong, just not everyone's cup of tea. The feeling of magic items also felt to me less rewarding both due to its commonality as well as its way of meshing with the system. In other words, before magic items were thing that allowed one to go belong what was possible, now magic gets more everyday necessity vibe. (I guess IRL it parallels what computer have become- a luxury and wander to everyday nececity)</p><p>Just my two coppers.</p><p></p><p></p><p>Please discuss.</p></blockquote><p></p>
[QUOTE="Luce, post: 6051905, member: 29760"] The usual declaimers: This is NOT an edition war! The only wrong way to play is to not have fun. Greeting all. I found the attached article and while personally not agreeing with authors conclusions it does seems to raise interesting topics for discussion. In particular how has the focus of the game changed thorough the years and editions? The author of the article argues that by reaching a more mainstream status the game have become more focus on the casual play making easy to pick up, but loosing some of its sense of wander. Personally I feel that the earlier editions (OD&D, 1st and 2nd) were more focused on individual creativity where each DM makes an unique world of his own creation. In other words specialized, but more close fitting to the game group. There was a problem when switching groups or DMs for that matter. The growth of the PC was also more pronounced. 1st level adventurer is only slightly better then Joe NPC, while high level (10+ as defined by the High level handbook) is much more likely to succeed in a level appropriate challenge (hit more often, save more often etc). The world were more status quo - PC can face a variety of challenges in the same adventure (6 gargoyles vs 25 level lich) ans still feel threatened. It was up to them whether they will run or fight. 3rd and 4th streamlined the rules and tried to place an unification factor as well as fully disclosed math. That increased the ease of play but also introduced predictability and for some a drive for optimization. Rules layering is nothing new, but I feel it rouse to new levels as well as get more organized in last two editions. I do not fight the expected wealth by level to be wrong, just not everyone's cup of tea. The feeling of magic items also felt to me less rewarding both due to its commonality as well as its way of meshing with the system. In other words, before magic items were thing that allowed one to go belong what was possible, now magic gets more everyday necessity vibe. (I guess IRL it parallels what computer have become- a luxury and wander to everyday nececity) Just my two coppers. Please discuss. [/QUOTE]
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