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<blockquote data-quote="Mark CMG" data-source="post: 5761412" data-attributes="member: 10479"><p>Ah, the risk of something "inferred" is the problem. Truth be told, minis were used very little in early D&D. As someone who played in Lake Geneva in the GenCons in the D&D and AD&D games run mostly by TSR employees and those pressed into service by TSR, I can say that minis were mostly just used for marching order and for showing basic positioning of the characters in rare situations when things were very complex. It's also how we handled things in our home games back then for the most part. This, very unlike our Chainmail games which were every bit treated as tactical wargames, moving the figures according to their movement rates and checking ranges and determining who could get into melee combat, etc. Sound familiar? It wasn't until 3.XE that I saw this used prevalently on tabletops during RPG sessions as a general rule at home, gamedays, and conventions. Some few did but it wasn't the norm. As to the page count and looking toward things like spells, those are merely clues to the focus of a game though they are born out in the cases I mention.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Funny guy.</p><p></p><p></p><p></p><p></p><p></p><p>Tactical combat with miniatures was how Chainmail started out and how it was focused. But the first RPG merely used Chainmail as a framework for the combat portion of the game and was meant to be a different type of game in other respects. Monsters *&* Treasure is devoted to more than just monsters (which makes up about half the book) but are you saying that you only ever played in games where "monsters" were combatted? Depending on your alignment, many of the monsters would be things you would not wish to fight. Many of the monsters are better not fought, depending on your level, and negotiating would be the path to take in any number of remaining situations. Anyway, like I said in the previous post, much of what is on the other pages can feed into combat but that's not the focus of the game so much so as exploration. That's really just a matter of the rules as written, though, and cannot take into account how you specifically played it (and I've written up thread regarding my stance not being about how any individual happens to play).</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5761412, member: 10479"] Ah, the risk of something "inferred" is the problem. Truth be told, minis were used very little in early D&D. As someone who played in Lake Geneva in the GenCons in the D&D and AD&D games run mostly by TSR employees and those pressed into service by TSR, I can say that minis were mostly just used for marching order and for showing basic positioning of the characters in rare situations when things were very complex. It's also how we handled things in our home games back then for the most part. This, very unlike our Chainmail games which were every bit treated as tactical wargames, moving the figures according to their movement rates and checking ranges and determining who could get into melee combat, etc. Sound familiar? It wasn't until 3.XE that I saw this used prevalently on tabletops during RPG sessions as a general rule at home, gamedays, and conventions. Some few did but it wasn't the norm. As to the page count and looking toward things like spells, those are merely clues to the focus of a game though they are born out in the cases I mention. Funny guy. Tactical combat with miniatures was how Chainmail started out and how it was focused. But the first RPG merely used Chainmail as a framework for the combat portion of the game and was meant to be a different type of game in other respects. Monsters *&* Treasure is devoted to more than just monsters (which makes up about half the book) but are you saying that you only ever played in games where "monsters" were combatted? Depending on your alignment, many of the monsters would be things you would not wish to fight. Many of the monsters are better not fought, depending on your level, and negotiating would be the path to take in any number of remaining situations. Anyway, like I said in the previous post, much of what is on the other pages can feed into combat but that's not the focus of the game so much so as exploration. That's really just a matter of the rules as written, though, and cannot take into account how you specifically played it (and I've written up thread regarding my stance not being about how any individual happens to play). [/QUOTE]
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