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<blockquote data-quote="Clavis" data-source="post: 3901188" data-attributes="member: 31898"><p>1st Edition was great because it was a set of rule guidelines to be used by a DM in running a role-playing game. It wasn't consistent or complete, but it encouraged and allowed for creativity.</p><p></p><p>The original 3 rulebooks read like they were written by a fellow gamer with a real and definite personality, in contrast the 3.x edition rulebooks which read like every word has been run through a corperate focus group before being printed. </p><p></p><p>The stat blocks for monsters (who were meant to be defeated, not have their ecologies understood) were short enough that a human being could write adventures, by hand, on composition paper, and still have time for a social life. In fact, all you really needed was a rough map and a few jotted notes to legitimately run an entire evening's game. It didn't matter whether or not a Gnoll can play the flute well. </p><p></p><p>You didn't need miniatures, but could use them if you liked.</p><p></p><p>The game could be run magic-heavy, or magic light, without altering the rules at all. </p><p></p><p>Gnomes weren't bards, and halflings ate too much.</p><p></p><p>Above all, 1st edition had BALLS. Succubi were naked. Go to the city, and you'll see whores. Screw with the whores, and you might catch a venereal disease. Gold was for buying better whores, the kind that you didn't get venereal disease from. Otherwise, use your gold to create a stronghold, and deal with whores of another kind. PCs could be assassins. Evil humanoids did awful things to people, and deserved to die for it. Even the females and children.</p></blockquote><p></p>
[QUOTE="Clavis, post: 3901188, member: 31898"] 1st Edition was great because it was a set of rule guidelines to be used by a DM in running a role-playing game. It wasn't consistent or complete, but it encouraged and allowed for creativity. The original 3 rulebooks read like they were written by a fellow gamer with a real and definite personality, in contrast the 3.x edition rulebooks which read like every word has been run through a corperate focus group before being printed. The stat blocks for monsters (who were meant to be defeated, not have their ecologies understood) were short enough that a human being could write adventures, by hand, on composition paper, and still have time for a social life. In fact, all you really needed was a rough map and a few jotted notes to legitimately run an entire evening's game. It didn't matter whether or not a Gnoll can play the flute well. You didn't need miniatures, but could use them if you liked. The game could be run magic-heavy, or magic light, without altering the rules at all. Gnomes weren't bards, and halflings ate too much. Above all, 1st edition had BALLS. Succubi were naked. Go to the city, and you'll see whores. Screw with the whores, and you might catch a venereal disease. Gold was for buying better whores, the kind that you didn't get venereal disease from. Otherwise, use your gold to create a stronghold, and deal with whores of another kind. PCs could be assassins. Evil humanoids did awful things to people, and deserved to die for it. Even the females and children. [/QUOTE]
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