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<blockquote data-quote="AbdulAlhazred" data-source="post: 8135310" data-attributes="member: 82106"><p>It is funny, because by the early 90's I was long since out of college and been working a few years. No longer had any kind of contact with any 'gamer community' (and there really wasn't a FLGS, you had to go 50 miles to get to a game store). V:tM and all had no impact on us, we didn't know any of this was even going on as a 'thing' in games (I do remember a few people talking about LARPing, which we just thought was weird, we played laser tag instead). So, when 2e came out, it was just sort of bizarre and difficult to understand why someone would be so dumb as to write a bunch of crap into D&D that clearly didn't belong! I think we basically took the 2e DMG/PHB combat and class mechanics chapters and forgot the rest of it even existed. I suspect, at the time, I didn't even read most of the material, as we just considered it "low quality." </p><p></p><p>Not to say that none of us were cognizant of issues with 'story play'. This was the era when I created a GARGANTUAN sandbox plus meta plot. Every single thing that was going to happen during the envisaged campaign was plotted out, and I imagined the various scenarios in which the PCs would, or would not, reshape the flow of events, complete with statistical models that defined under which conditions various military actions and whatnot would produce different results, Battlesystem scenarios to play out battles that the PCs might get into, etc. </p><p></p><p>It really just wasn't that interesting, because of course D&D doesn't really provide the driving process that would guide play into a set of activities that engaged with the player's/PC's agendas. I mean, we had a fun game, but most of all that material simply became clearly irrelevant and a waste of time within a few sessions. I guess, however, I can credit 2e with breaking things enough that we had to figure out how to fix it... lol. There were definitely a few approaches to that! I especially recall my best friend, who simply became Railroader in Chief. You could be 100% certain that ever scene of every game would play out to his design, no matter what. He was just so awesome at creating a fun story and was so talented at creating distinctive characters and situations that it didn't matter. I suspect that was sort of the V:tM ideal, and probably what the people who invented that game came from. Of course it failed miserably for us mere mortals.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8135310, member: 82106"] It is funny, because by the early 90's I was long since out of college and been working a few years. No longer had any kind of contact with any 'gamer community' (and there really wasn't a FLGS, you had to go 50 miles to get to a game store). V:tM and all had no impact on us, we didn't know any of this was even going on as a 'thing' in games (I do remember a few people talking about LARPing, which we just thought was weird, we played laser tag instead). So, when 2e came out, it was just sort of bizarre and difficult to understand why someone would be so dumb as to write a bunch of crap into D&D that clearly didn't belong! I think we basically took the 2e DMG/PHB combat and class mechanics chapters and forgot the rest of it even existed. I suspect, at the time, I didn't even read most of the material, as we just considered it "low quality." Not to say that none of us were cognizant of issues with 'story play'. This was the era when I created a GARGANTUAN sandbox plus meta plot. Every single thing that was going to happen during the envisaged campaign was plotted out, and I imagined the various scenarios in which the PCs would, or would not, reshape the flow of events, complete with statistical models that defined under which conditions various military actions and whatnot would produce different results, Battlesystem scenarios to play out battles that the PCs might get into, etc. It really just wasn't that interesting, because of course D&D doesn't really provide the driving process that would guide play into a set of activities that engaged with the player's/PC's agendas. I mean, we had a fun game, but most of all that material simply became clearly irrelevant and a waste of time within a few sessions. I guess, however, I can credit 2e with breaking things enough that we had to figure out how to fix it... lol. There were definitely a few approaches to that! I especially recall my best friend, who simply became Railroader in Chief. You could be 100% certain that ever scene of every game would play out to his design, no matter what. He was just so awesome at creating a fun story and was so talented at creating distinctive characters and situations that it didn't matter. I suspect that was sort of the V:tM ideal, and probably what the people who invented that game came from. Of course it failed miserably for us mere mortals. [/QUOTE]
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