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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Virel" data-source="post: 2045688" data-attributes="member: 24633"><p>I still run the same 1st ed AD&D GreyHawk campaign I started in 1980. Currently, there are three adventure groups, with nine players and a total of 28 active PC's. Several players are long time and have played since 1980, some joined in 1989 and three joined in late 2004.</p><p></p><p>There are several on going plots and subplots in the game. The players are aware of some of them and interact and effect how the game develops. Each character has a background and I've talked in detail with each player about their characters back ground.</p><p></p><p>While there have been a few dungeon crawls, they occured with in context of overall plots and subplots.</p><p></p><p>Many of the adventures are player generated somethings on the fly. Thanks to 1st ed's easy to improvise and create on the fly "rules light approach" an experience DM can let a decent set of players do this. </p><p></p><p>Of course there are a few house rules etc because 1st ed is designed to be made in your own. So in our 1st ed games a few 2nd ed concepts were adapted like allow a thief to custom tailor how his abilities increase at each level etc</p><p></p><p>To me that's 1st ed feel, where the system is so flexiable a DM can run a very large group with lots of players and characters. This is easy to do with 1st because it allows for quick character generation and very fast combat resolution, thanks to it's elegant game mechanics.</p></blockquote><p></p>
[QUOTE="Virel, post: 2045688, member: 24633"] I still run the same 1st ed AD&D GreyHawk campaign I started in 1980. Currently, there are three adventure groups, with nine players and a total of 28 active PC's. Several players are long time and have played since 1980, some joined in 1989 and three joined in late 2004. There are several on going plots and subplots in the game. The players are aware of some of them and interact and effect how the game develops. Each character has a background and I've talked in detail with each player about their characters back ground. While there have been a few dungeon crawls, they occured with in context of overall plots and subplots. Many of the adventures are player generated somethings on the fly. Thanks to 1st ed's easy to improvise and create on the fly "rules light approach" an experience DM can let a decent set of players do this. Of course there are a few house rules etc because 1st ed is designed to be made in your own. So in our 1st ed games a few 2nd ed concepts were adapted like allow a thief to custom tailor how his abilities increase at each level etc To me that's 1st ed feel, where the system is so flexiable a DM can run a very large group with lots of players and characters. This is easy to do with 1st because it allows for quick character generation and very fast combat resolution, thanks to it's elegant game mechanics. [/QUOTE]
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Can someone explain what "1st ed feel" is?
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