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Where Has All the Magic Gone?
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<blockquote data-quote="Jack7" data-source="post: 4586882" data-attributes="member: 54707"><p>I can say this much from memory Harl.</p><p>It was often very hard to ransack a place because early versions of D&D were dangerous to the characters in ways that later versions never imagined, or sought to entirely mitigate.</p><p></p><p>And to me that's what bothers me about later versions, though I think later versions also had/have some really positives attributes. <strong><u>But when the game itself is designed in such a way</u></strong> as to hand-hold players, and circumvent character danger, and <strong>"balance risk"</strong> (<em>when in life do you really get balanced risk</em>) in-game, and prevent you from dying, or getting too out of breath, well, you've missed one of the key elements of what separates Heroes from those who'd rather hire out their risk to more courageous types.</p><p></p><p>A fantasy game without a Hero willing to risk his head for others against things potentially far more dangerous than he is, (as opposed to just a powered up, bauble painted, self-interested mercenary who won't fight anything or anyone unless he knows the fight is a balanced and fixed one) well - that's like a magic item that's determined by how many pluses it sports rather that what kinda wonder it evokes.</p><p></p><p>As for what RC was saying about the potential of reward, rather than the assurance of reward, well that also reminds me of the fact that they call it <em><strong>treasure</strong></em> for a reason. It's valuable because you take a real risk to get it, or somebody else takes a real risk to keep it. Or both.</p><p></p><p>If there were no real risk and cost involved it would be a token, <em>not a treasure</em> - welfare, not wealth. And risk can always go wrong. You can fail. You can lose. Seems a radical idea these days, in-games and outside of them, but there was a day when it was the way things were.</p><p></p><p>But RCs idea about treasure being potential rather than assured also reminds me of this - <strong><span style="color: Red">Eas</span><span style="color: DeepSkyBlue">ter</span> <span style="color: Lime">Eggs</span>.</strong> They're excellent to find, but sometimes, you miss a few. And that's okay.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4586882, member: 54707"] I can say this much from memory Harl. It was often very hard to ransack a place because early versions of D&D were dangerous to the characters in ways that later versions never imagined, or sought to entirely mitigate. And to me that's what bothers me about later versions, though I think later versions also had/have some really positives attributes. [B][U]But when the game itself is designed in such a way[/U][/B] as to hand-hold players, and circumvent character danger, and [B]"balance risk"[/B] ([I]when in life do you really get balanced risk[/I]) in-game, and prevent you from dying, or getting too out of breath, well, you've missed one of the key elements of what separates Heroes from those who'd rather hire out their risk to more courageous types. A fantasy game without a Hero willing to risk his head for others against things potentially far more dangerous than he is, (as opposed to just a powered up, bauble painted, self-interested mercenary who won't fight anything or anyone unless he knows the fight is a balanced and fixed one) well - that's like a magic item that's determined by how many pluses it sports rather that what kinda wonder it evokes. As for what RC was saying about the potential of reward, rather than the assurance of reward, well that also reminds me of the fact that they call it [I][B]treasure[/B][/I] for a reason. It's valuable because you take a real risk to get it, or somebody else takes a real risk to keep it. Or both. If there were no real risk and cost involved it would be a token, [I]not a treasure[/I] - welfare, not wealth. And risk can always go wrong. You can fail. You can lose. Seems a radical idea these days, in-games and outside of them, but there was a day when it was the way things were. But RCs idea about treasure being potential rather than assured also reminds me of this - [B][COLOR="Red"]Eas[/COLOR][COLOR="DeepSkyBlue"]ter[/COLOR] [COLOR="Lime"]Eggs[/COLOR].[/B] They're excellent to find, but sometimes, you miss a few. And that's okay. [/QUOTE]
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