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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Sholari" data-source="post: 2062604" data-attributes="member: 6059"><p>Necromancer games does not have as much first edition feel as they claim to. For me first edition feel is about an attention to asthetics, wonder, and environment that is lacking from most modules nowadays. 3.x edition is more about mechanics and a lot of the modules feel like some bad Playstation episode where you mindless hack up a bunch of monsters and then defeat the boss at the end. Instead of having a personality every fighter is wandering around with a spiked chain or two handed long sword with power attack and cleave. Try to run Sinister Secret of Saltmarsh, Pharoah, or the Assassin's Knot and tell me why exactly they aren't plausible. With first edition feel every module series had a unique feel and environment, whereas with third edition most modules come of as generic. Modules which have been able to capture that sense of asthetics and environment in third edition are the Witchfire trilogy, a lot of recent Dungeon adventures, and the Freeport module series. For many third edition modules it feels like people are just dropping monsters into yet another stereotype.</p><p></p><p>Here is my summary of each editions focus...</p><p></p><p>1st edition - Location-based Environment and Wonder</p><p>2nd edition - Story and Railroading</p><p>3rd edition - Mechanics</p><p></p><p>I'd also say that if character and monster power were spice for a some fine cuisine, that third edition tends to overdose on it to the point where the meal just doesn't taste good anymore, whereas first first edition had a more balanced approach.</p></blockquote><p></p>
[QUOTE="Sholari, post: 2062604, member: 6059"] Necromancer games does not have as much first edition feel as they claim to. For me first edition feel is about an attention to asthetics, wonder, and environment that is lacking from most modules nowadays. 3.x edition is more about mechanics and a lot of the modules feel like some bad Playstation episode where you mindless hack up a bunch of monsters and then defeat the boss at the end. Instead of having a personality every fighter is wandering around with a spiked chain or two handed long sword with power attack and cleave. Try to run Sinister Secret of Saltmarsh, Pharoah, or the Assassin's Knot and tell me why exactly they aren't plausible. With first edition feel every module series had a unique feel and environment, whereas with third edition most modules come of as generic. Modules which have been able to capture that sense of asthetics and environment in third edition are the Witchfire trilogy, a lot of recent Dungeon adventures, and the Freeport module series. For many third edition modules it feels like people are just dropping monsters into yet another stereotype. Here is my summary of each editions focus... 1st edition - Location-based Environment and Wonder 2nd edition - Story and Railroading 3rd edition - Mechanics I'd also say that if character and monster power were spice for a some fine cuisine, that third edition tends to overdose on it to the point where the meal just doesn't taste good anymore, whereas first first edition had a more balanced approach. [/QUOTE]
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Can someone explain what "1st ed feel" is?
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