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<blockquote data-quote="TerraDave" data-source="post: 6068268" data-attributes="member: 22260"><p>I have many problems with these...but for the sake of focus</p><p></p><p></p><p></p><p>"Knaves & Kobolds (1972-1977, 2005+): "This encompasses the kind of game...run by Gygax and Arneson"</p><p></p><p>From what we know, Gygax and Arneson had many of the things mentioned in many of the categories in their games...its very misleading to put them in this one, alone. </p><p></p><p>But again, I just don't think they "styles" are that distinct, and I don't think they capture key elements of play style. </p><p></p><p>For Gygax and Arneson, you could probably say, based on what they have posted and been reported by on their games:</p><p></p><p>*Players could appeal to the rules, but the DM was very much in charge and made the call, they were not slaves to the dice;</p><p></p><p>*Players would expect to have capable characters, 3d6 in order with crappy results would just be rerolled, and those characters would often stick around for the long run;</p><p></p><p>*Simulating a fantasy world (e.g. Gygaxian naturalism) was balanced with keeping play fairly fast and loose, more so then is implied in, say, the AD&D rules;</p><p></p><p>*They could go gonzo (crashed space ships, trips to Mars and the starship Warden, ancient robots, meeting gods and demon lords, etc);</p><p></p><p>*Characters would use henchman and players would have multiple characters; there were points were armies were raised, etc, though that was only part (not the main part) of the game;</p><p></p><p>*As allowed by the rules...characters did not have to have a good alignment;</p><p></p><p>*Early campaigns did focus on a big dungeon...but they did other stuff;</p><p></p><p>*A lot of rules alternates were tested...and dropped (more elaborate combat rules, characters making magic items, etc). </p><p></p><p>*The early campaigns were open for exploration, but backstory was very much there, and themes and "plots" developed, even if they were as simple as "fight all these giants and find out what is behind them". </p><p></p><p>All of these things could have been, and where, different in someone else's D&D game, and I don't think Knaves and Kobolds, or the other ones, really capture that very well. I also don't think they capture some of the tensions that ran underneath these choices.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6068268, member: 22260"] I have many problems with these...but for the sake of focus "Knaves & Kobolds (1972-1977, 2005+): "This encompasses the kind of game...run by Gygax and Arneson" From what we know, Gygax and Arneson had many of the things mentioned in many of the categories in their games...its very misleading to put them in this one, alone. But again, I just don't think they "styles" are that distinct, and I don't think they capture key elements of play style. For Gygax and Arneson, you could probably say, based on what they have posted and been reported by on their games: *Players could appeal to the rules, but the DM was very much in charge and made the call, they were not slaves to the dice; *Players would expect to have capable characters, 3d6 in order with crappy results would just be rerolled, and those characters would often stick around for the long run; *Simulating a fantasy world (e.g. Gygaxian naturalism) was balanced with keeping play fairly fast and loose, more so then is implied in, say, the AD&D rules; *They could go gonzo (crashed space ships, trips to Mars and the starship Warden, ancient robots, meeting gods and demon lords, etc); *Characters would use henchman and players would have multiple characters; there were points were armies were raised, etc, though that was only part (not the main part) of the game; *As allowed by the rules...characters did not have to have a good alignment; *Early campaigns did focus on a big dungeon...but they did other stuff; *A lot of rules alternates were tested...and dropped (more elaborate combat rules, characters making magic items, etc). *The early campaigns were open for exploration, but backstory was very much there, and themes and "plots" developed, even if they were as simple as "fight all these giants and find out what is behind them". All of these things could have been, and where, different in someone else's D&D game, and I don't think Knaves and Kobolds, or the other ones, really capture that very well. I also don't think they capture some of the tensions that ran underneath these choices. [/QUOTE]
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