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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="D+1" data-source="post: 2045711" data-attributes="member: 13654"><p>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:</p><p></p><p>Scene 24. The Boss makes small talk over dinner with the PC's and then blackmails them. They can discuss coffee, mustard pies, the new theories of macroeconomics, or how evidence from sage research points to the notion that NOTHING in the world really should work (not economics, physics, sociology, biology, or cosmology) but it does anyway. 1E neither actively promotes nor discourages that - but it doesn't stand in the way of it either if that's what you want.</p><p>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".</p></blockquote><p></p>
[QUOTE="D+1, post: 2045711, member: 13654"] 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: Scene 24. The Boss makes small talk over dinner with the PC's and then blackmails them. They can discuss coffee, mustard pies, the new theories of macroeconomics, or how evidence from sage research points to the notion that NOTHING in the world really should work (not economics, physics, sociology, biology, or cosmology) but it does anyway. 1E neither actively promotes nor discourages that - but it doesn't stand in the way of it either if that's what you want. 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". [/QUOTE]
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Can someone explain what "1st ed feel" is?
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