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What DO you like about 1E AD&D
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<blockquote data-quote="jdrakeh" data-source="post: 3901236" data-attributes="member: 13892"><p>The simple premise. You are heroes who kill monsters and find treasures, no other explanations offered. This super simple default premise has thousands of possible permutations and is both easy to grasp and explain to others. This makes the learning curve of AD&D in regard to "what this game is about" very, very, gentle. </p><p></p><p>Character classes. For much the same reasons that I like the simple premise. How many people don't know what a Thief is? Or a Figter? These concepts, like the premise, are very easy to grasp and explain to others. Again, this is one of those things that really levels out the learning curve for RPG newcomers. </p><p></p><p>The wide open settings. Once upon a time, every consumer's FR or Greyhawk was individual and unique, because there weren't mountains of sourcebooks or novels telling them how their setting <em>should be</em>. As the setting supplement treadmill ramped up after the demise of AD&D 1e, this really started to change -- Tina's FR looked like Jeff's FR, which looked like Tom's FR, which looked like Randy's FR, as nauseum. </p><p></p><p>Post AD&D 1e TSR <em>created</em> the idea that if you weren't using all of the official supplements for Setting X, then you weren't doing it right. They grew this poison perception into a small cottage industry fueled by nerd fear that pioneered such hated elements of RPGs as metaplot and splatbooks. Some people think that this was a White Wolf thing. Nuh-uh. TSR sowed the seeds of this mass consumer <em>mind rape</em> years ago. </p><p></p><p>If we ever do a "Things you hate about AD&D 2e!" thread, you can pretty much guess where I'll be starting <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3901236, member: 13892"] The simple premise. You are heroes who kill monsters and find treasures, no other explanations offered. This super simple default premise has thousands of possible permutations and is both easy to grasp and explain to others. This makes the learning curve of AD&D in regard to "what this game is about" very, very, gentle. Character classes. For much the same reasons that I like the simple premise. How many people don't know what a Thief is? Or a Figter? These concepts, like the premise, are very easy to grasp and explain to others. Again, this is one of those things that really levels out the learning curve for RPG newcomers. The wide open settings. Once upon a time, every consumer's FR or Greyhawk was individual and unique, because there weren't mountains of sourcebooks or novels telling them how their setting [i]should be[/i]. As the setting supplement treadmill ramped up after the demise of AD&D 1e, this really started to change -- Tina's FR looked like Jeff's FR, which looked like Tom's FR, which looked like Randy's FR, as nauseum. Post AD&D 1e TSR [i]created[/i] the idea that if you weren't using all of the official supplements for Setting X, then you weren't doing it right. They grew this poison perception into a small cottage industry fueled by nerd fear that pioneered such hated elements of RPGs as metaplot and splatbooks. Some people think that this was a White Wolf thing. Nuh-uh. TSR sowed the seeds of this mass consumer [i]mind rape[/i] years ago. If we ever do a "Things you hate about AD&D 2e!" thread, you can pretty much guess where I'll be starting ;) [/QUOTE]
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