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<blockquote data-quote="Nathal" data-source="post: 648656" data-attributes="member: 1809"><p>I started out with original D&D in the 1980s and didn't really get heavily into 1st Edition. I started DMing in 1989 when 2nd Edition came out and never used miniatures or other props, mainly because I didn't have the patience to paint them or the space to use battlemats. When 3rd Edition came out I found that I loved the extra emphasis on miniature skirmish rules and bought a chessex battle mat. I am looking forward to Wizards making some "monster counters" according to their official scale, and hope the pre-painted plastic minis do the trick. Regardless of how much emphasis was placed on combat I always loved the role-assumption aspect of gaming. </p><p></p><p>I agree with the Gygax list of elements that constitute an RPG (as published in Dragon), and try to incorporate some of each over the course of a campaign (not, I must add, in each and every session):</p><p></p><p>THE ELEMENTS THAT CONSTITUTE A ROLE-PLAYING GAME: </p><p>1. Building (construction, land acquisition, etc.)</p><p>2. Business (an occupation aside from "adventuring") </p><p>3. Character Development (detailing game persona s history ) </p><p>4. Combat </p><p>5. Economics </p><p>6. Exploration (dungeons and for larger discovery) </p><p>7. Intrigue 8. Politics </p><p>9. Problem Solving </p><p>10. Questing </p><p>11. Random Chance (encounters, resolution of combat, etc.) </p><p>12. Role Assumption (staying "in character" in actions/thinking) </p><p>13. Role Playing (ditto, and speaking thus when playing) </p><p>14. Story (backstory and in play) </p><p>15. Strategy </p><p>16. Theatrics (occasional histrionics and sound effects)</p></blockquote><p></p>
[QUOTE="Nathal, post: 648656, member: 1809"] I started out with original D&D in the 1980s and didn't really get heavily into 1st Edition. I started DMing in 1989 when 2nd Edition came out and never used miniatures or other props, mainly because I didn't have the patience to paint them or the space to use battlemats. When 3rd Edition came out I found that I loved the extra emphasis on miniature skirmish rules and bought a chessex battle mat. I am looking forward to Wizards making some "monster counters" according to their official scale, and hope the pre-painted plastic minis do the trick. Regardless of how much emphasis was placed on combat I always loved the role-assumption aspect of gaming. I agree with the Gygax list of elements that constitute an RPG (as published in Dragon), and try to incorporate some of each over the course of a campaign (not, I must add, in each and every session): THE ELEMENTS THAT CONSTITUTE A ROLE-PLAYING GAME: 1. Building (construction, land acquisition, etc.) 2. Business (an occupation aside from "adventuring") 3. Character Development (detailing game persona s history ) 4. Combat 5. Economics 6. Exploration (dungeons and for larger discovery) 7. Intrigue 8. Politics 9. Problem Solving 10. Questing 11. Random Chance (encounters, resolution of combat, etc.) 12. Role Assumption (staying "in character" in actions/thinking) 13. Role Playing (ditto, and speaking thus when playing) 14. Story (backstory and in play) 15. Strategy 16. Theatrics (occasional histrionics and sound effects) [/QUOTE]
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