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Worlds of Design: The Price of Advancement
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<blockquote data-quote="Celebrim" data-source="post: 8855206" data-attributes="member: 4937"><p>The training rules as written in AD&D 1e were a product of the large groups and haven/delve format that Gygax was using. Keep in mind Gygax was running a game where each real-world day was a day in the game world. As such, training was in large part a way to discourage people from being problem players, as it gave the DM an excuse to take away their favorite character for a long stretch. I think Gygax also just saw various sorts of value in forcing his players to try out new PCs and have PC's of various different levels, as it meant that whomever showed up they could probably put a party together of similar level without divergent goals.</p><p></p><p>I think some of the 'West Marches' style games I've seen that are inspired by that early format would benefit from such rules compared to some of the innovations I've seen them use.</p><p></p><p>Despite being the sort of AD&D referee that like obscure rules like weapon vs. to hit adjustments, I dropped that rule early on because it got in the way of adventure pacing. I wanted PC's to be able to level up in the middle of a lengthy adventure in order to move on to the next phase of whatever epic quest they were on. I didn't want to have to stop the game and let PC's off.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8855206, member: 4937"] The training rules as written in AD&D 1e were a product of the large groups and haven/delve format that Gygax was using. Keep in mind Gygax was running a game where each real-world day was a day in the game world. As such, training was in large part a way to discourage people from being problem players, as it gave the DM an excuse to take away their favorite character for a long stretch. I think Gygax also just saw various sorts of value in forcing his players to try out new PCs and have PC's of various different levels, as it meant that whomever showed up they could probably put a party together of similar level without divergent goals. I think some of the 'West Marches' style games I've seen that are inspired by that early format would benefit from such rules compared to some of the innovations I've seen them use. Despite being the sort of AD&D referee that like obscure rules like weapon vs. to hit adjustments, I dropped that rule early on because it got in the way of adventure pacing. I wanted PC's to be able to level up in the middle of a lengthy adventure in order to move on to the next phase of whatever epic quest they were on. I didn't want to have to stop the game and let PC's off. [/QUOTE]
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