Lanefan
Victoria Rules
Depending on what roll-up method is used, all of these are possible. That said, whatever character you end up with, that's what you inhabit (which is in fact a part of the player-side challenge of hard-coded 0e and 1e, somewhat lost since).Yeah, OTOH the whole rest of the structure of D&D works AGAINST it. You don't get to choose what sort of a character to play, some dice are rolled and you get what you get, at least to some extent. Its likely that Jim will roll and 8 STR and a 13 INT, so he'll end up being a wizard, and Mary will get stuck playing a cleric.
Again true, and again perfectly acceptable as a part of the game (except for the Falstaff Jr. bit). Characters die. It's a realistic result when they stick their noses into dangerous places where others fear to tread.Then of course, even if you get exactly what you want, Falstaff is pretty likely to be ganked by the first batch of 4 goblins you run across. Maybe after that Jim decides to call his next character 'Falstaff Jr', and so on.
Yes, the 'logistics' side - something else that has rather sadly been lost over the years.Furthermore the game definitely mires you in a lot of details and trivia that revolve around sub-games, the 'getting your numbers up by acquiring magic stuff' subgame, the equipment and supplies subgame (do we still have some more oil flasks?).
Depends on level. In 35 years of playing 1e variants I've never seen a party average above about 10th level; and at 10th-ish the non-casters can still more than hold their own.There's also the whole issue of some types of characters simply being only marginally useful in play, particularly if you manage to survive and get to higher levels. Falstaff is cool and all, and has a castle, but he is hardly even a vital part of a party anymore when Filmar and her ilk can hire some lower level guys to hold the front line and blast the bad guys with powerful spells.
Once you get to 18th and the MU has Wish available in the field then yeah - it's over.

Drop in any Saturday night to the game I play in.I'm not denigrating 1e, but it really doesn't live up to that blurb. Its a different kind of a game, still fundamentally a Gygaxian dungeon crawl in mechanical and play-structural terms. I guess what I'm saying is, there's not really much incentive to heavily identify with the character you prefer to play and spend a lot of your time in 1st person play. TBH I have only really ever seen fairly sporadic 1st person in D&D, and I've played a LOT of D&D...

And yes, there's not much incentive to do much with your character until it's survived a few adventures...which is why I generally don't; and have no problem with not doing so. I bang out the numbers, give it a basic personality (sometimes more over-the-top than others) and see how it goes from there. Background etc. can wait till later.
You're very very VERY trusting of your players to not more or less subtly bend this transparency and play-style to their advantage. If you have such trustworthy players, good on ya; but they're a very rare breed.Only if the focus and structure of play are basically Gygaxian in nature. If the expectations are different then it makes perfectly good sense to have a game which is 100% transparent (I've done this numerous times). It can work in a lot of different ways. Nor are 'dangerous and unpleasant situations' removed from consideration. They just aren't situations where PLAYER SKILL is the determinant. They might be, for example, situations where the player's aesthetic and dramatic sensibilities are fulfilled by a certain PC falling to his death, or something.
That, and I see it as a bit more adversarial; in that the game world (as reasonably run by the DM) is out to make the PCs miserable in one way or another and the PCs are out to survive and mitigate and win through said misery.
Yeah, that's overdoing it on the part of that particular DM.Heh, I played in a campaign for YEARS with a GM of extremely great energy, creativity, and story-telling power. However that game was EXACTLY described by "players can't affect the gamestate through the actions of their PCs." Truthfully you could TAKE many actions in that game. They would generally have some localized and modest effect, though often not what you were interested in or wanted. In any greater sense, the story was writ, and you were there to experience it. No choice you would make was going to deflect that greater story even one iota. If an NPC was to play a certain role in the meta-plot, then that WAS going to happen. No amount of killin' 'em dead was going to stop it.
Sounds like he wasn't one for hitting player-thrown curveballs. Pity.
Depending on the story being told, I'd findsomething like this to be either a great game or a crashing bore.I cannot claim this wasn't a highly fun campaign, it was, but you had to be willing to just come to an understanding that you were pretty much watching the show and contributing color. Now, this guy and I were best friends and we talked through a lot of stuff outside of play and came up with ideas, etc. Sometimes things came out the way I thought they should/might/could. It was just, once his mind was made up it was going in a certain way, there wasn't much that was going to change it.
But - I'm a chaotic player; and it's pretty much guaranteed that at some point I'd have suggested the party abandon the whole thing and just go bash ogres in the hills. Wonder how he'd have handled that?
Lanefan