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Why OD&D Is Still Relevant
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<blockquote data-quote="Big J Money" data-source="post: 7693238" data-attributes="member: 70533"><p>I can think of at least 3 sources that I believe this kind of doubt in playing ability stems from</p><p></p><p>1) New players who haven't "gotten it" yet</p><p>2) Underdeveloped imagination</p><p>3) That popular style of D&D that emerged at some point (and has been actively promoted by WotC's D&D design) whereby combat A) takes up a large portion of play and B) encourages no imagination, but rather analytical thinking about how to apply the mechanics to win a combat scenario (i.e. the player thinks in terms of "mechanics" instead of "anything is possible if I use my imagination")</p><p></p><p>1 and 2 can fade over time when a player is immersed in a gaming group that knows how to imaginatively make use of their characters in all kinds of situations.</p><p></p><p>3 is a culture thing. I just stay away from these play groups since I realize they want something different out of their role-playing than I do. That's why I'm thankful for the OSR and for people who have never played D&D or an RPG before. I'm sure these players can be "converted" by a DM that runs the game in the open creative style versus "by the book". But it's not really a goal of mine and seems like more trouble than it's worth.</p><p></p><p>Edit: Thinking more about Wizards' personal take on D&D being so culturally unique from the original game, I'm reminded of their promise when they shipped 4E. They made claims about how the game was "a return to its roots" by being more influenced by wargaming. And they couldn't have been more wrong. Their game designs are too balanced and thorough, and encourage a rules mindset in play. Although D&D did draw heavy inspiration from the rules of miniatures wargaming, if you look at the old rules, you see how loose and free they are. And when you read stories of the games the original creators played you can see that they had active imaginations and were primarily focused on seeing their imaginative ideas come to life in how they played the roles they took on. Rules were made on the fly sometimes to facilitate that. This is OD&D and the mode of play that I prefer, personally. The funny thing is that it doesn't really even really on D20, or the sacred 6-stats or saving throws. I could probably use another game system and as long as me and my players played in the 'old style', we'd have a game more like OD&D than the current incarnations of D&D.</p></blockquote><p></p>
[QUOTE="Big J Money, post: 7693238, member: 70533"] I can think of at least 3 sources that I believe this kind of doubt in playing ability stems from 1) New players who haven't "gotten it" yet 2) Underdeveloped imagination 3) That popular style of D&D that emerged at some point (and has been actively promoted by WotC's D&D design) whereby combat A) takes up a large portion of play and B) encourages no imagination, but rather analytical thinking about how to apply the mechanics to win a combat scenario (i.e. the player thinks in terms of "mechanics" instead of "anything is possible if I use my imagination") 1 and 2 can fade over time when a player is immersed in a gaming group that knows how to imaginatively make use of their characters in all kinds of situations. 3 is a culture thing. I just stay away from these play groups since I realize they want something different out of their role-playing than I do. That's why I'm thankful for the OSR and for people who have never played D&D or an RPG before. I'm sure these players can be "converted" by a DM that runs the game in the open creative style versus "by the book". But it's not really a goal of mine and seems like more trouble than it's worth. Edit: Thinking more about Wizards' personal take on D&D being so culturally unique from the original game, I'm reminded of their promise when they shipped 4E. They made claims about how the game was "a return to its roots" by being more influenced by wargaming. And they couldn't have been more wrong. Their game designs are too balanced and thorough, and encourage a rules mindset in play. Although D&D did draw heavy inspiration from the rules of miniatures wargaming, if you look at the old rules, you see how loose and free they are. And when you read stories of the games the original creators played you can see that they had active imaginations and were primarily focused on seeing their imaginative ideas come to life in how they played the roles they took on. Rules were made on the fly sometimes to facilitate that. This is OD&D and the mode of play that I prefer, personally. The funny thing is that it doesn't really even really on D20, or the sacred 6-stats or saving throws. I could probably use another game system and as long as me and my players played in the 'old style', we'd have a game more like OD&D than the current incarnations of D&D. [/QUOTE]
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