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<blockquote data-quote="Sir Elton" data-source="post: 1667048" data-attributes="member: 14486"><p><strong>The life of D&D.</strong></p><p></p><p>I think what caused D&D to go through so many changes is that the players themselves caused the change psychologically. In the Early days when I was just a pup (like D&D), D&D became the customizable system. It provided a frame work with which you eventually made up your own game. Games like GURPS, the Palladium System, and Rolemaster probably came out of this early Era.</p><p> </p><p> When AD&D came out when I was still a pup (7 years old) there was a clamor for something stable. AD&D 1E was the result. It was stable through the eighties and through some of my Childhood and early teens. In 1990, the AD&D game changed again, this time mostly from pressure from the outside world. Although by that time, I changed. I was turning to other systems to get some kind of game that would allow me a good deal of flexibility with a good structure that was easily learned. I tried basically everything I could get a hold of, and that darned Palladium system held me captive because I thought it suited my needs. Although when I broke away, I looked at Ars Magica and Blue Planet. They were so nearly on the ticket. The Feng Shui RPG actually turned out to be exactly what I was looking for, ironically enough!</p><p> </p><p> When I was twenty-five and the D&D brand was twenty-six, the psychology of the community demanded a D&D that was flexible but strong. We've got it, baby. And Ryan Dancey made it so that anyone could publish and improve on it (a result of the 1994-1995 TSR AD&D Brand Internet Copyright and Trademark scandals!).</p><p> </p><p> Psychologically, the public has what it wants. A D&D that is changeable and strong. You can change the system, and it is still d20 in several respects. Diaglo not withstanding, there will be those who still prefer the older systems. But the majority wanted what D&D 3E is now. And that is what we have.</p><p> </p><p> It's not <em>perfect</em>. I doubt that it will be <em>perfect</em> if ever, but it's come of age. We've known D&D all it's life, through thick and thin. It's changed, its grown, it mellowed with age. Once it had been a very impressionable child (oD&D), but it's personality began to develop (AD&D, D&D basic), then it turned into an obstinate tweenager (AD&D 2E), and finally it had become a flexible but firm adult (D&D 3e). It's certainly not the game it was (a reference to Diaglo), but it's personality still has echos of that original game.</p></blockquote><p></p>
[QUOTE="Sir Elton, post: 1667048, member: 14486"] [b]The life of D&D.[/b] I think what caused D&D to go through so many changes is that the players themselves caused the change psychologically. In the Early days when I was just a pup (like D&D), D&D became the customizable system. It provided a frame work with which you eventually made up your own game. Games like GURPS, the Palladium System, and Rolemaster probably came out of this early Era. When AD&D came out when I was still a pup (7 years old) there was a clamor for something stable. AD&D 1E was the result. It was stable through the eighties and through some of my Childhood and early teens. In 1990, the AD&D game changed again, this time mostly from pressure from the outside world. Although by that time, I changed. I was turning to other systems to get some kind of game that would allow me a good deal of flexibility with a good structure that was easily learned. I tried basically everything I could get a hold of, and that darned Palladium system held me captive because I thought it suited my needs. Although when I broke away, I looked at Ars Magica and Blue Planet. They were so nearly on the ticket. The Feng Shui RPG actually turned out to be exactly what I was looking for, ironically enough! When I was twenty-five and the D&D brand was twenty-six, the psychology of the community demanded a D&D that was flexible but strong. We've got it, baby. And Ryan Dancey made it so that anyone could publish and improve on it (a result of the 1994-1995 TSR AD&D Brand Internet Copyright and Trademark scandals!). Psychologically, the public has what it wants. A D&D that is changeable and strong. You can change the system, and it is still d20 in several respects. Diaglo not withstanding, there will be those who still prefer the older systems. But the majority wanted what D&D 3E is now. And that is what we have. It's not [i]perfect[/i]. I doubt that it will be [i]perfect[/i] if ever, but it's come of age. We've known D&D all it's life, through thick and thin. It's changed, its grown, it mellowed with age. Once it had been a very impressionable child (oD&D), but it's personality began to develop (AD&D, D&D basic), then it turned into an obstinate tweenager (AD&D 2E), and finally it had become a flexible but firm adult (D&D 3e). It's certainly not the game it was (a reference to Diaglo), but it's personality still has echos of that original game. [/QUOTE]
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