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A new Golden Age for D&D
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<blockquote data-quote="Greg Benage" data-source="post: 6678790" data-attributes="member: 93631"><p>I started playing during the Golden Age (1974-1984 on my calendar), and this is no Golden Age. This is better. The game is better (which it should be after all these years, though this is something of an indictment of editions that weren't necessarily better IMO). Mostly, though, the internet makes it better. In 1980, D&D was more mainstream and that made it relatively easy for a kid (me) to discover it, but the internet makes it possible (even easy) for my 48-year-old self to play. The internet gives me a free VTT to find players to play the game in my underwear, free maps and tokens, free discussion forums where I can talk about the game endlessly.</p><p></p><p>There were certainly more products for sale during that Golden Age, but the free resources provided by the online community are far more useful to me. I mean, golden-age Dragon magazine was cool...but the internet is quite a lot better. The classic dungeon modules (many of them) were cool, but frankly, having learned from them, they have nothing to offer that I can't surpass using free resources -- good maps are the one thing I can't do, so it's fortunate that there are many people in the community who can and who share, and their work looks a lot better than the old-school maps in those classic dungeons.</p><p></p><p>Maybe it depends on what you want from the game. If you want "story," you probably want lots of story content, and maybe it's better (or quicker/easier) if you can buy it. If you want to explore dungeons (and/or wildernesses), battle monsters, and loot treasures, then a good map, a Monster Manual, some rudimentary creativity, and a wee bit of time are all you need (like, an hour to prep a four-hour session). Since this is the best part of the game, in my opinion, and "story" is the weakest part of the typical game (whether purchased or homebrewed), I'm in a pretty happy place.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6678790, member: 93631"] I started playing during the Golden Age (1974-1984 on my calendar), and this is no Golden Age. This is better. The game is better (which it should be after all these years, though this is something of an indictment of editions that weren't necessarily better IMO). Mostly, though, the internet makes it better. In 1980, D&D was more mainstream and that made it relatively easy for a kid (me) to discover it, but the internet makes it possible (even easy) for my 48-year-old self to play. The internet gives me a free VTT to find players to play the game in my underwear, free maps and tokens, free discussion forums where I can talk about the game endlessly. There were certainly more products for sale during that Golden Age, but the free resources provided by the online community are far more useful to me. I mean, golden-age Dragon magazine was cool...but the internet is quite a lot better. The classic dungeon modules (many of them) were cool, but frankly, having learned from them, they have nothing to offer that I can't surpass using free resources -- good maps are the one thing I can't do, so it's fortunate that there are many people in the community who can and who share, and their work looks a lot better than the old-school maps in those classic dungeons. Maybe it depends on what you want from the game. If you want "story," you probably want lots of story content, and maybe it's better (or quicker/easier) if you can buy it. If you want to explore dungeons (and/or wildernesses), battle monsters, and loot treasures, then a good map, a Monster Manual, some rudimentary creativity, and a wee bit of time are all you need (like, an hour to prep a four-hour session). Since this is the best part of the game, in my opinion, and "story" is the weakest part of the typical game (whether purchased or homebrewed), I'm in a pretty happy place. [/QUOTE]
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