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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="maddman75" data-source="post: 2045663" data-attributes="member: 2673"><p>Can we not get this thread closed too guys? Please? I kind of like talking about different editions. 1e is only for beer and pretzel gaming like 3e is only for powergaming and tactical wargaming. Both of those statement can be true, but that doesn't mean that this is all anyone does with it. And saying either like its true is just plain insulting to people who like those games. Heck, All Flesh Must Be Eaten is a great beer and pretzels game. That doesn't mean you can't do anything else with it.</p><p></p><p>I recall Orcus from Necromancer games describing it like this - they don't give you Star Wars, they give you the Death Star. That's what 1e modules (and Necro's modules) do. They don't sell you a prewritten 'adventure' that railroads you into a plot about a young orphan from Tatooine that discovers he has the powers of a Jedi and goes on to destroy the planet destroying battle station. They give you tons of deck plans and detailed encounters with stormtroopers, and leave it to the DM to figure out what to do with it.</p><p></p><p>Look at the greatest of the great, Keep on the Borderlands. There's no premade plot hooks, railroaded encounters, and 'story' elements that serve to restrict the players. Its the keep, and here's what's in the keep, and here's the Caves of Chaos, and here's what lives in it. Its up to you to figure out what to do with it. If you just want to run through the caves and kill everything that moves, go for it! If you want to use the area as a setting for a story, its easy to do that too!</p><p></p><p>That is what to me means 1e feel. My entire group hates adventures because almost every one we've played has tried to strongarm us into a premade plot. When the DM runs on his own stuff the game is ten times better. But we still talk wistfully about Keep on the Borderlands.</p></blockquote><p></p>
[QUOTE="maddman75, post: 2045663, member: 2673"] Can we not get this thread closed too guys? Please? I kind of like talking about different editions. 1e is only for beer and pretzel gaming like 3e is only for powergaming and tactical wargaming. Both of those statement can be true, but that doesn't mean that this is all anyone does with it. And saying either like its true is just plain insulting to people who like those games. Heck, All Flesh Must Be Eaten is a great beer and pretzels game. That doesn't mean you can't do anything else with it. I recall Orcus from Necromancer games describing it like this - they don't give you Star Wars, they give you the Death Star. That's what 1e modules (and Necro's modules) do. They don't sell you a prewritten 'adventure' that railroads you into a plot about a young orphan from Tatooine that discovers he has the powers of a Jedi and goes on to destroy the planet destroying battle station. They give you tons of deck plans and detailed encounters with stormtroopers, and leave it to the DM to figure out what to do with it. Look at the greatest of the great, Keep on the Borderlands. There's no premade plot hooks, railroaded encounters, and 'story' elements that serve to restrict the players. Its the keep, and here's what's in the keep, and here's the Caves of Chaos, and here's what lives in it. Its up to you to figure out what to do with it. If you just want to run through the caves and kill everything that moves, go for it! If you want to use the area as a setting for a story, its easy to do that too! That is what to me means 1e feel. My entire group hates adventures because almost every one we've played has tried to strongarm us into a premade plot. When the DM runs on his own stuff the game is ten times better. But we still talk wistfully about Keep on the Borderlands. [/QUOTE]
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Can someone explain what "1st ed feel" is?
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