francisca
I got dice older than you.
Me too.maddman75 said:It seemed more rough and tumble, more sword and sorcery. Like I said, that's just what it was like for me.
Still is, in many cases, even when running 3E.
Me too.maddman75 said:It seemed more rough and tumble, more sword and sorcery. Like I said, that's just what it was like for me.
I agree with everything this man is saying... Why shouldn't I? I've said it myself many times.ColonelHardisson said:Y'know, for those who keep complaining about how 1e had so little plot or story - you're missing an important point. Plot and story was provided by the DM then, and so could be dispensed with in the modules. Adventures of recent years have often been overwritten, spoon-feeding plot and story to the players and DM alike. 1e was more about individualization. That's what 1e "feel" is, not lack of logic or an element of goofiness. Those old modules, with their lack of fluff text, invited everyone to think for themselves, which often resulted in some completely memorable experiences as the imaginations of the gaming group was given free rein. Heavily plotted modules of more recent times seemed more confining, less adaptable to individual whim, less open to spontaneity - in short, less like 1e.
But THAT... that thing you're talking about right there. Rewriting the module and making it what YOU want. THAT is 1E and it is why 1E modules DON'T really concern themselves with plausibility. If you want more plausibility it's up to you to provide it. Every campaign, every DM, every group is different. Rather than spell it all out carefully 1E gives you the sound and let's you decide how to spell it.Pielorinho said:Colonel, I think you're not understanding quite what I'm saying. It's not the lack of plot that makes them problematic for me -- it's their lack of plausibility.
I still have that problem with third edition modules. I'm currently running Speaker in Dreams, which is probably about as close as you'll find to a spoon-fed plot in any published module. And I find it so implausible, the actions of major NPCs so foolish and incomprehensible, that I've spent hours and hours completely rewriting it.
First edition, in my experience, was worse in this respect. Plausibility simply wasn't a major consideration; and with plausibility, generally a coherent narrative was tossed out the window.
No, that IS 1E feel. It's just that the module or the setting doesn't DICTATE that feel to you. The 1E module doesn't tell you that the Boss will talk about the coffee for 15 minutes before blackmailing the PC's, it just says that the Boss will blackmail the PC's. YOU fill in the rest to suit your taste (or lack therof as was often the case for us teens back in the day). 1E was not about 6 pages of background, it was about a full character sheet on a piece of notebook paper with background created AS needed, not whether it was needed or not. I love that my players can discuss the merits of elvish coffee in the same way as you and yours. I just don't need or WANT that in my gaming materials. That is for ME to invent and play out to the degree I desire:Pielorinho said:I'm all about the Ursula LeGuin approach to fantasy. People have real motivations, cultures are in upheaval, death is sad, morality is tenuous. Window-dressing is as important as mechanics. Characters come with half a dozen pages of background. Religions are fleshed out, and aren't just limited to polytheism or monotheism. Reality itself is uncertain, but its nature is central to the game.
I love that my players can discuss the merits of elvish coffee over dinner with the head of their religious order, and that the conversation can continue in that vein for fifteen minutes before the boss gets around to blackmailing them.
That's certainly possible in 1E, but it's not First-Edition Feel. As you suggest, first-edition feel doesn't have a whole lot of sociological thought in it.
No, the railroading was one alternative that was tried in the 2E era and earned a great deal of well-deserved scorn. Even if those who place "story" as paramount over other aspects understand that players still want their characters to be more than uninvolved, utterly non-influential bystanders to the story. The fact that they are at the table with their own characters, it unquestionably follows that their active participation and influence in the story is desired. That requires that materials be more readily adpatible to PC influences - and that is achieved by LESS details; frameworks and minimal descriptions; not more details where the more you change things the less the intricate details make sense as a whole requiring yet more change. I think the question of plausibility is irrelevant because there are just as many implausibilities in EVERY gaming rules era and it's products. But the more bare-bones approach is definitely a factor in 1E "feel".It is, as you say, a different style of playing, and it's good that D20 can accommodate so many different styles. But if you think that the alternative to bare-bones, plausibility-challenged dungeons is railroading adventures, then I think your scope of gameplay is limited.