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Are you part of the "Lost Generation" of RPG gamers?
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<blockquote data-quote="Blackwind" data-source="post: 6024079" data-attributes="member: 1205"><p>I started in 1994 (aged 10 at the time) with the Classic D&D boxed set, then quickly moved on to 2E. I played 2E from 94 to 2000 and was an early adopter of 3E (implementing changes from Dragon magazine even before the release). I have a soft spot in my memory for a lot of the books that came out during the 2E era, from the Complete Book of Elves and the Complete Paladin's Handbook to the green-cover Historical Reference series. Planescape was great and I liked Birthright a lot at the time. OTOH, the rules were nothing special. I have heard that they were mostly created in order to avoid paying royalties to Gary Gygax (whose 1st edition books are much more fun to read), and they were not very different from the 1st edition rules anyway. If I want to play old-school D&D now, I will use the Red Box (1983) or the second-hand 1E books I have acquired over the years, all of which were printed before I was born. </p><p></p><p>Probably the strongest influence on my gaming, when I was coming up, were the Dragonlance novels. I started reading them at the same time I started playing D&D and they shaped my expectations of what campaigns should be like more than anything in any of the game books. I would suspect that the expectations fostered by Dragonlance (epic, DM-driven high fantasy stories, etc) are probably the main feature that separates our "lost generation" from the OD&D, BECMI, and 1E grognards. OTOH, those expectations have now become mainstream with the advent of Adventure Path play. I suspect that what separates us (if anything really does) from the 3E/Pathfinder and 4E crowds is a certain nostalgia for the relatively rules-light storytelling facilitated by 2E to the 3E/4E culture of "builds" and tactical miniatures combat. Personally, this has led me to move away from D&D and toward hippie story games like The Shadow of Yesterday.</p></blockquote><p></p>
[QUOTE="Blackwind, post: 6024079, member: 1205"] I started in 1994 (aged 10 at the time) with the Classic D&D boxed set, then quickly moved on to 2E. I played 2E from 94 to 2000 and was an early adopter of 3E (implementing changes from Dragon magazine even before the release). I have a soft spot in my memory for a lot of the books that came out during the 2E era, from the Complete Book of Elves and the Complete Paladin's Handbook to the green-cover Historical Reference series. Planescape was great and I liked Birthright a lot at the time. OTOH, the rules were nothing special. I have heard that they were mostly created in order to avoid paying royalties to Gary Gygax (whose 1st edition books are much more fun to read), and they were not very different from the 1st edition rules anyway. If I want to play old-school D&D now, I will use the Red Box (1983) or the second-hand 1E books I have acquired over the years, all of which were printed before I was born. Probably the strongest influence on my gaming, when I was coming up, were the Dragonlance novels. I started reading them at the same time I started playing D&D and they shaped my expectations of what campaigns should be like more than anything in any of the game books. I would suspect that the expectations fostered by Dragonlance (epic, DM-driven high fantasy stories, etc) are probably the main feature that separates our "lost generation" from the OD&D, BECMI, and 1E grognards. OTOH, those expectations have now become mainstream with the advent of Adventure Path play. I suspect that what separates us (if anything really does) from the 3E/Pathfinder and 4E crowds is a certain nostalgia for the relatively rules-light storytelling facilitated by 2E to the 3E/4E culture of "builds" and tactical miniatures combat. Personally, this has led me to move away from D&D and toward hippie story games like The Shadow of Yesterday. [/QUOTE]
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