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What D&D is to me, in terms of editions.

When I started playing D&D, it was in the late 90's with 2e, with all the Player's Option rules, playing in campaigns that always used the Great Wheel. Every DM I knew used the PO rules and whether it was a homebrew or existing setting planar adventuring always came up and it always used the traditional "Great Wheel" cosmology and much if not all of the accumulated D&D meta-setting information that had grown over the decades. Most PC's were multiclassed (or dual-classed since it was 2e), psionics existed but it was always a small part of games with a PC or two having wild talents or the very rare dedicated psychic character. We had assassins, barbarians and half-orcs and monks held over from 1e or rebuilt with Skills & Powers rules.

So, when 3e came around and had lots of changes in mechanics, but it felt a whole lot like the same game. Still an intricate skill system, still lots of character flexibility and customization, still the same spells and spell levels and a general feel of being the same game, just cleaned up a lot. 3e still used most of the same presumed meta-setting data. 3e and later 3.5e felt like the same game, just more developed and advanced.

I think a lot of my problem for why 4e doesn't "feel" like D&D is that it's such a divorce from the gaming lineage I've always known as D&D. For many people the Great Wheel never came up, but for me it was always a presumed constant of D&D. For many people they have these hazy, nostalgic memories of simpler, better D&D, but not me. For me D&D has always been a complicated but fun game where half the fun is the "crunchy bits" like intricate character creation and long spell lists. D&D to me was never a simple game, and to me doesn't feel like D&D without Vancian casting, without a skill system that gives me a lot of flexibility, without ample multiclassing, without so many things that I just took to be an assumed part of the D&D experience that apparently so deeply offended the designers at WotC as "not fun" (the marketing for 4e that insulted 3.5 and a lot of the things I liked as "not fun" did a lot to make a very bad first impression for me though, when I was already skeptical).

What I mean by this is, that "what is D&D" is defined to me and I think others by the games we started with in terms of edition and play style, and what we played after that. For me D&D 3.5 was the pinnacle of that play style and 4e is so radically different that it seems like a totally different game with the D&D name just slapped on it. 4e may be a fun game for some people, and for some play styles it fits very well, but not for all of us.
 

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Yeah, I can definitely see that. As a DM, I've always disliked the Great Wheel and felt everything in the rules that assume its existence to be an impediment to building my own cosmology. So, I don't personally miss it, but it's definitely a huge change to the feel.
 

I find it interesting what people see as "core" parts of D&D. It seems to depend a lot on personal experiences, and maybe the times you started to play D&D.

For example - maybe it is because I never thought much about 3E cosmology before I read the Manual of the Planes, but the Great Wheel seemed just like one of many possible models, and when I created my own settings, I usually didn't try to reuse it. (I wasn't even aware that it always existed in D&D)

At the start of the 4E discussion, there was a lot of "WHat'S D&D", and it seemed to me that there, while there is some notable overlap between players, it never seems to look "uniquely" D&D, because other RPGs have the same elements.
 




My mind must be fuzzy but were there any Great Wheel mention in the 1e Era?

It didn't look like a wheel (more like a box) but theplanes in the diagram of the outer planes in the 1st edition PHB are the same as those of the Great Wheel (though Planescape later introduced some name changes), and are in the same arrangement (excepting Concordant Opposition/The Outlands).

The diagram in Deities and Demigods for 1E looks more like a wheel, if memory serves.
 
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You see, I started playing with the Basic set, to which I later added all the higher-level sets, with bits and pieces from AD&D, too. It was a pretty typical early-80's mishmash, and far from unique. :)

So I started playing before skill systems, before any really decent multiclassing, before feats, and before Wizards had thousands of spells to pick from.

4e, to me, synthesizes lessons from these earlier editions with stuff from 3.5. It also takes lessons learned from other games that do stuff well.

Playing it, it feels like I'm playing D&D. My players agree. It reads pretty differently - but a lot of the stuff you cite as essential, has always been a sideshow to me. I can't name a single time the Great Wheel cosmology has mattered to me, for instance.

-O
 


Yep, as far as I am concerned, there is a certain continuity from 1e-3e. 4e skips the track in many ways.

I'm liable to get attacked for this opinion, but it's (to me) a completely different game that's leveraging the brand identity build up by 1e-3e.

For some hyperbole - Mighty Morphing Power Rangers would not be Voltron even if they decided to play up 80's nostalgia and put out a new MMPRs called Voltron, even if there's a big robotic hero piloted by teens that fights monsters in both of them. 4e (again in my opinion) is sufficiently different in terms of what gameplay it best fosters, it tossed away any sense of continuity with the thematic or flavor tropes of prior material, and if it wasn't made by WotC I dare say that people wouldn't be comparing it to D&D 1-3e.
 
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Into the Woods

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