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The Escapist on D&D Past, Present, and Future
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<blockquote data-quote="Stormonu" data-source="post: 5761537" data-attributes="member: 52734"><p>There was a point in late 2E where the advetures were very much on railroads (The Ravenloft adventures were some pf the worst offenders, Some of the FR adventures as well). Folks around me had abandoned D&D as players seemed to feel that it was "hack'n'slash" play and the "real roleplayers" were moving away from the clunky system for things like GURPS and WoD, whose systems seemed more robust and allowed for deeper immersion into the fantasy realm.</p><p></p><p> I remember in the games of Vampire I was drifting to, because of the game's structure, there wasn't even a need for modules; many times the characters own personal struggles made the idea of some grand quest seem ludricious and unfulfilling as such prepackaged fare did not account for the group dynamic. It felt "false" because the activities couldn't be tailored by designers 3,000 miles away from the groups playing their games.</p><p></p><p>In the end, TSR did had a problem with 2E, but it wasn't that it was asking people to tell stories. It was that the system was starting to show it age and wasn't really catering to its actual audience.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5761537, member: 52734"] There was a point in late 2E where the advetures were very much on railroads (The Ravenloft adventures were some pf the worst offenders, Some of the FR adventures as well). Folks around me had abandoned D&D as players seemed to feel that it was "hack'n'slash" play and the "real roleplayers" were moving away from the clunky system for things like GURPS and WoD, whose systems seemed more robust and allowed for deeper immersion into the fantasy realm. I remember in the games of Vampire I was drifting to, because of the game's structure, there wasn't even a need for modules; many times the characters own personal struggles made the idea of some grand quest seem ludricious and unfulfilling as such prepackaged fare did not account for the group dynamic. It felt "false" because the activities couldn't be tailored by designers 3,000 miles away from the groups playing their games. In the end, TSR did had a problem with 2E, but it wasn't that it was asking people to tell stories. It was that the system was starting to show it age and wasn't really catering to its actual audience. [/QUOTE]
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