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<blockquote data-quote="pemerton" data-source="post: 3743799" data-attributes="member: 42582"><p>I just wanted to say that I always find your posts about how 1st ed and its predecessors/contemporaries can be played very illuminating. Especially the notion of characters being developed through their actions in the gameworld (as negotiated between player and GM), rather than through the process of mechanical building.</p><p></p><p></p><p>I think the answer to this is it's not a freebie if what the player thought of (ie the action they call for their PC) is not a very clever one. It's a play style that's about rewarding player creativity and ingenuity at the table, rather than mechanical skill with character builds and resolution systems. It's not the system that I use - I'm an RM GM whose next campaign will be in HARP - but I can see that it is the system by which 1st ed AD&D and Moldvay D&D were meant to be played. Looked at in this light those games make sense (much more sense than when I actually played them).</p><p></p><p></p><p>Except for those of us who used the henchmen rules. Also, it acted as a compulsory disadvantage for paladins (in that one of their good stat rolls had to go into a reasonably ineffective stat).</p><p></p><p></p><p>Given the sort of game that D&D has evolved into, it's not an injustice for the player with the better tactical grasp of the rules to have an advantage. That's the aim of the game: to get ahead by mastering the build rules and the resolution rules.</p><p></p><p></p><p>I agree. What social mechanics will do, however, is mean that the very same skills that make a player good at succeeding at combat challenges also make her/him good at social challenges. I think this will encourage more players to see social challenges as a viable approach to play. As a result, they might then discover the thematic/roleplaying pleasures to be derived from social interaction in the game, which can be just as great as the excitement and adrenaline that combat delivers.</p></blockquote><p></p>
[QUOTE="pemerton, post: 3743799, member: 42582"] I just wanted to say that I always find your posts about how 1st ed and its predecessors/contemporaries can be played very illuminating. Especially the notion of characters being developed through their actions in the gameworld (as negotiated between player and GM), rather than through the process of mechanical building. I think the answer to this is it's not a freebie if what the player thought of (ie the action they call for their PC) is not a very clever one. It's a play style that's about rewarding player creativity and ingenuity at the table, rather than mechanical skill with character builds and resolution systems. It's not the system that I use - I'm an RM GM whose next campaign will be in HARP - but I can see that it is the system by which 1st ed AD&D and Moldvay D&D were meant to be played. Looked at in this light those games make sense (much more sense than when I actually played them). Except for those of us who used the henchmen rules. Also, it acted as a compulsory disadvantage for paladins (in that one of their good stat rolls had to go into a reasonably ineffective stat). Given the sort of game that D&D has evolved into, it's not an injustice for the player with the better tactical grasp of the rules to have an advantage. That's the aim of the game: to get ahead by mastering the build rules and the resolution rules. I agree. What social mechanics will do, however, is mean that the very same skills that make a player good at succeeding at combat challenges also make her/him good at social challenges. I think this will encourage more players to see social challenges as a viable approach to play. As a result, they might then discover the thematic/roleplaying pleasures to be derived from social interaction in the game, which can be just as great as the excitement and adrenaline that combat delivers. [/QUOTE]
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