Can someone explain what "1st ed feel" is?

First edition feel is the feelling of gaming I had when I was in my early teens. And this feeling was not limited to First edition D&D, all the games we played back then had that same feel. Gaming was different back then, the games design philisophies, players thoughts, DM's duties, all a bit different.
 

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Usually starting a new thread on the same topic as a closed one isn't permitted. Considering the circumstances in which the last thread was closed, we'll let this one stay open so long as folks don't start insulting editions.
 

Following up on my previous post in the locked thread (in which I put forth that IMO "1st edition feel" is the interpersonal dynamic that comes from a friendly competitive game in an atmosphere of mutual trust -- i.e. the players are 'competing' against the DM and vice versa, but both sides have agreed to 'play fair' and trust the other side to do the same) I suppose it's worth pointing out that this feel need not be limited to any particular ruleset, and thus there's no reason why a discussion of "1st edition feel" must necessarily turn into a discussion of the pros and cons of the 1st edition rules. A game in which the participants are operating under this sort of 'social contract' will have the "1st edition feel" even if the rules being used are 3rd edition (or GURPS or HARP or whatever else); likewise a game in which the DM abuses his power in order to punish the players, or in which the players are munchkins and rules-lawyers who are constantly arguing the DM's rulings, or for that matter a game in which there is no sense of competition and the DM and players are simply engaging in a collaborative storytelling effort, won't have the "1st edition feel" even if the 1E rules are being used.

Regards,
 

jester47 said:
Why can't windy corridors be imaginary objects? Things that don't make sense can be and most likely are imaginary. The imaginary object generates a non-sequiter which yeilds a surreal situation and thus a fantasy is created. Makes me think the weirdness is ok...

Oh, yeah. This argument was so productive last time, you better believe I'm all ready to get into it again. :)

Just kidding! Since then, I've realized that those firk-ding corridors were perfectly plausible. I was wrong. Ale for everyone!

Daniel
 

Numion said:
For us 1e was about adventure without moral baggage, looting with no encumbrance and general mayhem and mischief.

YES! WE HAVE A WINNAH!

That was beautiful dude. You actually made me weep with the sweet remembrance of days gone by. :)
 




Pielorinho said:
Oh, yeah. This argument was so productive last time, you better believe I'm all ready to get into it again. :)

Just kidding! Since then, I've realized that those firk-ding corridors were perfectly plausible. I was wrong. Ale for everyone!

Daniel

I thought the post seemed very familiar. And so I decided to actually look at the Date.

Crap man. I just replied to a three year old post! Oh well, it helped me to further my non-sequitur-> surreal theorem by giving an object to cause it i.e. the imaginary object...

The Imaginary Object, (defined as somthing that is concievable but unlikely, such as a race of short people, a desert next to a glacier, non-sensical architechture etc.) when included in a story generates a non-sequitur. The presence of a non-sequitur generates a feeling of the surreal. Reactions to this surrealism is the Fantasy.

Aaron.
 
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I was in the twilight zone for awhile too. I wanted to respond to the 1e thread, but Piratecat closed it. Hey its reopened! But its a lot longer, and I can't find where Piratecat closed it, or any mod saying they reopened it...

Anyway, all I can say about 1e feel is what it was like when I played 1e. Other people's experiences may be different. Note that when I DMed it was 2e, that's what I started with. But I fell in with some grognards...

Here's what I remember of 1e being like

- Rules were not transparent. Don't get all upset with me, this is not a knock. I'm sure many of you old timers would agree with me. See, you didn't really know all the rules as a player. You didn't need to. You didn't even have a to hit chart or attack number or anything on your sheet! You rolled the die and told the DM what you got, and he'd consult his books and tell you what happened. If you wanted to do something else, you told him what you intended, and he'd consult the Ancient Tome of Forbidden Lore (ie, DMG) and tell you what's what.
- The game was harsh, man. I played a Magic User, and got one spell and two freakin hit points. No -10 nonsense either, you got smacked down, the DM handed you the dice and a character sheet.
- Going down into dark caves where goblins where hiding, killing them, and digging the coppers out of the pocketses.

It seemed more rough and tumble, more sword and sorcery. Like I said, that's just what it was like for me.
 

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