Yup. A decade plus is champ for RPG editions. Both 1e and 2e made it that long (in fact, 1e lasted a bit longer than may be realized since it was still being printed to order from distributers *after* the 2e launch).
While I myself wouldn't use "plot protection" to keep a divination from succeeding, I *do* believe in this paraphrase from a current film:
"When the Dungeon Master does it, it's not illegal."
Exactly. This issue is one of tension between narrative/story role-playing and adventure role-playing. This tension has been present in D&D since the beginning (particularly in the form of divination magic). D&D isn't structured for narrative/story role-playing, so advice like that quoted...
We have played on and off since 1991. It's not a weekly or even monthly game. Among the group, I'm the only "gamer." The rest are purely casual.
I've also been somewhat of a stingy DM, so treasure, XP, and so on has been rather low, over all.
My campaign flavor has no problem with humanoids, "monsters," or even magic. It all started as a standard AD&D campaign.
None of the regular players would choose a magic-using class. A couple tried it at my prodding, but such experiments were short lived.
I found that since they were all...
I think the problem the OP has with that advice speaks to the different goals of adventure role-playing and narrative/story role-playing. It's a problem that has been present in D&D since the beginning. D&D, historically, has been much, much better at the former than the latter.
I have not played 4e, yet. I have a campaign that goes back to 1991, with generally the same players/characters. The campaign has been low to mid level AD&D/D&D 3e (highest character level 7).
I did not plan it as the theme, but the result of the players' character choice and actions made it...
Firefighters and other civil servants that risk death and injury for others are heroes. No debate there.
You're talking about narrative heroics, which is fine. However, if the player knows there is some built-in mechanic that can be relied upon to save his bacon, an action taken relying on this...
That's declension. Conjugation is for verbs.
infinitive = "to be"
present, active, indicative
singular
I am
You are
He is
plural
We are
You are
They are
"to be" is an irregular verb in most languages, including English, as you can see. I guess the point is, English also conjugates verbs.
I agree, but there was nothing "too complex" for game rules in the way Gygax wrote them. His prose had both flavor (a true author's voice) and effectiveness. Seriously, people are acting like the original AD&D game read like Kant's Critique of Pure Reason.
AD&D 2nd edition was published for...
The "lots of people" didn't amount to very much. Mostly people that never liked D&D to begin with. These are many of the players who "returned to D&D" with 3e (a wholly new system bearing the D&D trademark).
That's not a problem with the core game, is it? That's like saying something was wrong...
I'm speaking to the "safety net" of inherent rules that you allude to in a RPG. You essentially said you're now free to act heroically because the rules themselves provide a safety net. Taking an action knowing the rules themselves will save you or greatly mitigate your failure isn't acting...
eyebeams characterization of the late 90s WotC marketing and build up to 3e generally conforms to my memory of that time, as well the actual state of AD&D at the time. AD&D 2nd edition was a very successful RPG (far and away the market leader), and there was really nothing wrong with the core...
Yes, I would love to see it in an "annotated" format, with notes from Rob Kuntz, Ernie Gygax, Terry Kuntz, Skip Williams, and any others that played in Castle Zagyg