The whimsical element of D&D vs AD&D

and make the game the D&D equivalent of Ladders and Ladders rather than Snakes and Ladders.
The persistent theme I see in your comments is you narrow-mindedly presume everyone should be playing your personal ideal of "Snakes and Ladders" D&D.

You are completely confusing the differences between "your preference", the variety of tastes which truly exist, and objective fact.

It is also obvious that you are not going to slightly budge from this monovision. So be it. I just felt this was a good place to put that back on the record.

As long as you are enjoying your game, all is well. But a flatworlder can not ever convince me that there is no "up" regardless of their own degree of religious certainty.
 

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Rounser said:
And just for the record no imaginary peasants were hurt (it was just a joke, and you had to be there). Besides, I'd argue that evil PCs can be harmless fun, and generally have very limited life expectancies due to the other PCs resenting being betrayed and stolen from, the wrong assassination attempt on a prominent NPC leading to repercussions etc. so good generally does triumph in the end.

Name 3 TSR modules where you were given evil quests. It's ok. I'll wait. You just might be able to come up with three, out of the hundreds of modules out there.

Or, hey, I want to play an assassin in 2e using the PHB. How much xp do I need for second level?

I know it's crucial to your argument Rounser to play silly buggers with history, but, come on. D&D is about HEROIC fantasy right from the get go.
 

Name 3 TSR modules where you were given evil quests. It's ok. I'll wait. You just might be able to come up with three, out of the hundreds of modules out there.
Baldurs Gate 2 has an "evil path". There you go. It's not TSR, and not a module, but it is 2E. And Bioware >>> than TSR when it comes to adventures...

I'd also argue that a lot of 1E adventures were "morally neutral". Here's the Tomb of Horrors. Neutral Evil or Chaotic Good, you all want treasure. Go loot it.

You do have a point, but it's not a very good one, because the game used to have things like assassins, and now doesn't. And people played accordingly.
Or, hey, I want to play an assassin in 2e using the PHB. How much xp do I need for second level?
By 2E the political correctness guidelines were in force, so yes, it's been going on for some time now. And under 2E you'd use a kit for that, as you well know.
 
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The persistent theme I see in your comments is you narrow-mindedly presume everyone should be playing your personal ideal of "Snakes and Ladders" D&D.
I'm simply trying to show that the culture of D&D has changed, and the scope of the game has changed, and not necessarily for the better as the masses assume (and I consider myself part of that movement of assumption, until the penny dropped recently).

There seems to be an implicit assumption in ENWorld that what is good in WOTC's eyes is also good for individual groups, but this not necessarily the case. What is useful for brand management (e.g. disneyfying the game to discourage vulgar play and avoid the wrath of "Angry Mothers From Heck") is not necessarily good for trustworthy groups, and what is useful for making money (i.e. selling miniatures and adjusting the game to require that accordingly) might also be baneful to the players.

I think we're dancing around the perhaps inevitable conclusion that D&D is probably better off in the hands of a smaller publisher, because a big publisher's interests seem innately opposed to a lot of the scope that the game once represented, and has arguably now lost, and actually is in the interests of individual, trustworthy groups to retain.

But you'll continue to argue that I'm the scope-killer, of course.
 
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"Dark" and "grim" (and "punk" and "Gothic") was rather a fad in the game field of the late 1980s and on into the '90s. From Greyhawk to the Third Imperium, classic settings went to wrack and ruin. (Dragonlance had from the start presented a shattered world.)

I think including Dragonlance in that isn't quite accurate. Dragonlance is, in essence, an optimistic setting: it's coming out of the long dark age and hope is reborn. By the time the Chronicles are told, everyone is really quite happy.

This is as opposed to White Wolf's World of Darkness, the most visible (and successful) line of the "World is Doomed" RPGs. All successes are transitory, and darkness will inevitably fall. (And, astonishingly, it did!)

Cheers!
 

As long as you are enjoying your game, all is well. But a flatworlder can not ever convince me that there is no "up" regardless of their own degree of religious certainty.
Poor choice of analogy, that "flatworlder" comment, because you're the guys suggesting that we're better off with less dimensions in the game. (i.e. Serious campaigns and good characters to infinity and beyond!)
 

Poor choice of analogy, that "flatworlder" comment, because you're the guys suggesting that we're better off with less dimensions in the game. (i.e. Serious campaigns and good characters to infinity and beyond!)

Umm, no? Did you miss my play example above?

Rounser said:
Back on to a variation of the topic. As far as the Disneyfication of D&D goes, it's not even up to the times with that maneuver.

Hang on a tick here. On one hand, the game is less whimsical, but on the other hand it's more DISNEY? Isn't that a bit contradictory?

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Rounser, you've repeatedly tried to point to WOTC for these changes. But, you're refusing to accept any contrary evidence. 1e D&D is actually in the minority here for including silly stuff in the mechanics. By 2e (ten or more years BEFORE WOTC), the silly was largely gone from the mechanics. 2e is certainly written in a more straight voice.

You're arguing that we've somehow "lost" something. You sound like the guy who's favorite indie band suddenly hit it big and has "sold out" to the "corporate suits" and their music sucks now. Because, apparently, we're all too stupid to realize what kind of game we'd really enjoy.

Look, a lot of us actually played back then, just like you. We all remember the same books. Some of us like the whimsy. I do. Honest. But, I don't need that in the books. Sure, I giggled at the comics in the 1e DMG. I'm still a HUGE fan of Erol Otis and that's about as surreal as it gets in D&D.

But, I'm not going to sit here and pontificate that anyone who doesn't like these things is somehow wrong and should be forced to accept its inclusion in the rule books. People are perfectly capable of adding their own whimsy.
 

I find the procedures in 4E games not lacking in whimsies. For example, the flurries of Steel Monsoons, Diamond Blades of Victory, Epic Resurgences, Sneaks of Shadows, and whatnot strike me as about as "serious" as Mighty Morphin' Power Rangers.

Again, it's all in the eye of the beholder. However, I would doubt the credentials of a putative "fantasy" that held -- in the eyes of its authors -- nothing that was not sensibly prosaic.
 

Oh come on, enough with the cheap shot, "you're low brow", psychobabble name-calling snootiness.

I'm sorry that's what you get from it. I didn't attempt to say any of those things.

If we were interested in exploring "sociopathy" we'd be playing something like V:tM (and that's not being fair to V:tM players, I object to your use of such terms when applied to your opponent in an argument rather than to insane criminals, IMO it's just not called for and trivialises a serious term in a shallow attempt to demonise someone).

Whoa, whoa, easy on the trigger there! I said sociopathic PCs, not sociopathic players. Very different things. I've never implied that a person is probably sociopathic if they laugh at Belkar from Order of the Stick, or 75% of the PCs from Knights of the Dinner Table, or that guy from Looking for Group. But the characters are. That's the joke: that they can behave horribly in ways that the creators and audience wouldn't. They can be an outlet without reflecting real people. There's even a meta-joke in there about how some killers behave the way they do out of solipsism, believing that their targets and victims aren't really "real" -- and in the context of a gaming comic, they're doubly right. If that demonizes the imaginary chaotic evil halfling whose sadistic shivving sprees are played for yuks, I guess I'm okay with that. The author's almost always okay with that too.

I suspect that this at least partially comes back to issues of trust. You can trust Bioware not to do anything vulgar with a Dark Side plot hook in KotOR, but not the general public at large, but take that away and it's gone from the game by default unless put back explicitly by players who overlook what the disneyfied rules suggest and notice it's absence. So RPGs are on something of the horns of a dilemma.

Particularly because bad behavior has driven many potential players from RPGs. That's something that game designers are particularly sensitive to. Some of it isn't going to be rules-related, of course; the classic bit of a new female player having her character raped as kind of an "initiation" is pure player skeeviness. But when you hear enough stories about potential players being driven away because, say, a couple of people in the group point at the alignments on their character sheets and say "I'm just playing my character", then as a designer it's easy to really start to wonder about the value of evil PCs to the game as a whole.

The trouble is, of course, that in attempting to mitigate that bad behavior you're certain to lose people who wanted more responsible takes on the subject matter supported by the rules. But I absolutely sympathize with the designer who says "You know, I really don't want anything I write to be something a player can use to justify being a disruptive jerk." Doesn't mean they can't mess up the execution, but the sentiment is wholly sympathetic where I'm concerned.

These elements can be part of a world just for depth, and not supporting them, in say, the PHB, DMG or MM for politically correct objectives is by default going to remove that depth.

Conversely, including them for lurid appeal has its drawbacks as well. Which is why the decisions generally stem from motivations somewhere between "politically correct" and "lurid pandering" -- usually a mix of what the designers think is going to sell books and modeling the way they like to play games. You can see that attitude affect everything in the game, such as how 3.0 was clearly written by people who think spellcasting should be really cool.

I realise that you are just arguing that they shouldn't be built into the rules,

Not quite. The original statement I made way back there is that "they're less important to me." That's it. If the author and I find the same sort of things funny, great; but that's essentially a gamble, compared to the sure bet that is my players. And honestly, I appreciate the Meepos and Splugs of the hobby. I personally prefer spontaneous humor to pre-planned comic relief, but I do understand that it's impossible to teach spontaneity. You can only give examples.

One of the things that attracts audiences of all ages - from teen up - to AD&D 1E is that it had this depth. And please don't argue that these elements haven't been intentionally removed from the scope of the game, as it is written and in terms of what the rules suggest.

I get that they're intentionally removed. I have rather different opinions about the whys and wherefores, though.

They're also about 40 years old, and extremely tired, which make them very useful for pretending that all humour in games is tired. I mean, come on...

I'm not pretending anything of the sort, and I'm not quite sure where you're getting "all humor in games is tired" from "I don't find it important to have rules systems that bring whimsical elements into the game." I'm saying, again, that humor is subjective.

Set aside the Monty Python for a moment and consider puns. Yes, legions of puns are old and tired, but new ones come into play; consider a dwarf named Badrock O'Bomber opposing an elf named Slayrah Palewyn, for instance. Even if it's a brand spanking new reference compared to the Death Leopard secret society in Paranoia, some people find Badrock and Slayrah's presence less funny than their absence would be because it's a pun, full stop. Whether it's puns, slapstick, P.G. Wodehouse pastiches or non sequiturs, humor's a gamble. And I've simply, for my money, found that it's less of a gamble among long-standing friends than it is for an author who has no idea what my DVD collection looks like. The friends have a very understandable advantage, and I'm not embarrassed to rely on it.
 

Attempting to wheel this back around to Merricb's original point.

One place you can really see the whimsy in AD&D and D&D (basic and expert anyways) is the art. I mentioned a bit ago, Erol Otis. That's some serious weirdness and nonsense right there. Add Jeff Dee and B/E has a serious Superhero vibe.

I think AD&D's art tended to be a bit more serious, particuarly Trampier's stuff in the PHB and DMG. Although, to be fair, there was lots of ... less than serious stuff too.

The Dee picture in Keep on the Borderlands where the one character is turning the thief upside down to shake out his pockets makes me giggle.
 

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