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AD&D: There and Back Again - a Role-Player's Tale
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<blockquote data-quote="lumin" data-source="post: 5549008" data-attributes="member: 59785"><p>I suppose it all comes down to interpreting what the "spirit" of the game is, in a similar way we try to interpret what is meant in the US Constitution.</p><p></p><p>In my opinion, the current/modern "spirit of the game" (the "game" meaning any system that deals in DM generated DCs) is one where a player is free to attempt practically anything he wants. </p><p></p><p>AD&D's "spirit of the game" was one of much stricter limitations on what a player could and couldn't do. This is evidenced by Gygax's desire for universal rules for tournaments, strict class roles, and loads and loads of tables for nearly every situation imaginable.</p><p></p><p>There is nothing inherently wrong with either way of playing. The point I'm trying to drive home is that, even though players may have, indeed, "free-wheeled" their games quite a bit back then, it doesn't mean that the system itself called for that type of play. I believe it was more an evolution of DMing culture, rather than an explicit rule progression.</p><p></p><p>Per the ever-evolving gaming culture at the time, a lot of people wanted to move away from the strictness of the game to allow for freedom (including Gygax himself). Thus we ended up with 3rd Edition, etc.</p><p></p><p>Coming back and looking at AD&D from a modern 3E mindset has made me realize that we have lost something in gaming - we've lost player resourcefulness. As a player, having to "deal" with a difficult situation with only your Class skill-set and limited weapon proficiencies really engenders creativity and many more "whew! how the heck did I get out of that one?" moments.</p><p></p><p>I would hope that someday the D&D franchise will revisit this old system, warts and all. The gritty setting, the dark, fight-for-your life mentality, I think has been lost in favor of a far more Super Hero game. Having first started with 3E and then gone -back- to 1E feels more like the old game is more of an evolution than what we have now.</p></blockquote><p></p>
[QUOTE="lumin, post: 5549008, member: 59785"] I suppose it all comes down to interpreting what the "spirit" of the game is, in a similar way we try to interpret what is meant in the US Constitution. In my opinion, the current/modern "spirit of the game" (the "game" meaning any system that deals in DM generated DCs) is one where a player is free to attempt practically anything he wants. AD&D's "spirit of the game" was one of much stricter limitations on what a player could and couldn't do. This is evidenced by Gygax's desire for universal rules for tournaments, strict class roles, and loads and loads of tables for nearly every situation imaginable. There is nothing inherently wrong with either way of playing. The point I'm trying to drive home is that, even though players may have, indeed, "free-wheeled" their games quite a bit back then, it doesn't mean that the system itself called for that type of play. I believe it was more an evolution of DMing culture, rather than an explicit rule progression. Per the ever-evolving gaming culture at the time, a lot of people wanted to move away from the strictness of the game to allow for freedom (including Gygax himself). Thus we ended up with 3rd Edition, etc. Coming back and looking at AD&D from a modern 3E mindset has made me realize that we have lost something in gaming - we've lost player resourcefulness. As a player, having to "deal" with a difficult situation with only your Class skill-set and limited weapon proficiencies really engenders creativity and many more "whew! how the heck did I get out of that one?" moments. I would hope that someday the D&D franchise will revisit this old system, warts and all. The gritty setting, the dark, fight-for-your life mentality, I think has been lost in favor of a far more Super Hero game. Having first started with 3E and then gone -back- to 1E feels more like the old game is more of an evolution than what we have now. [/QUOTE]
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