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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Ourph" data-source="post: 2064515" data-attributes="member: 20239"><p>I'm not sure I see the connection between Lieber/Howard and exotic armor and weaponry or the prolific use of spells in combat. Neither of those are featured in those particular authors sword and sorcery style.</p><p></p><p>And I don't think you can really discuss cinematic style gaming without taking into account survival rate. Action movies, by their very nature, expect the "hero" to be able to do otherwise stupid/fatal things and have them not only survive, but actually win because of the outlandish risks they take and look "cool" while doing it to boot. I think OD&D, with its fast and loose rules is probably more apt to support this type of gaming than AD&D, but even so I don't think the rules were <u>intended</u> to support cinematic gaming.</p><p></p><p>I agree with your original premise that cinematic and pulp are essentially the same thing (with a few flavor differences). Where I disagree is the assertion that OD&D/AD&D "did" or was intended to do pulp. Again, I think the atmosphere was greatly inspired by pulp swords and sorcery, but the purpose of the rules was to create a playable game not to emulate a certain genre of fiction. While cinematic gaming takes a step back from the predetermined outcomes of the dramatist/narrativist style, it still places a heavy emphasis on the "heroes" winning or succeeding most of the time (because that's what's cool and exciting). Whereas, I don't think OD&D/AD&D had any such bias and were firmly rooted in the idea that the playing field should be even between the PCs and their antagonists so as to provide a challenging game (as opposed to a cool or exciting story).</p></blockquote><p></p>
[QUOTE="Ourph, post: 2064515, member: 20239"] I'm not sure I see the connection between Lieber/Howard and exotic armor and weaponry or the prolific use of spells in combat. Neither of those are featured in those particular authors sword and sorcery style. And I don't think you can really discuss cinematic style gaming without taking into account survival rate. Action movies, by their very nature, expect the "hero" to be able to do otherwise stupid/fatal things and have them not only survive, but actually win because of the outlandish risks they take and look "cool" while doing it to boot. I think OD&D, with its fast and loose rules is probably more apt to support this type of gaming than AD&D, but even so I don't think the rules were [u]intended[/u] to support cinematic gaming. I agree with your original premise that cinematic and pulp are essentially the same thing (with a few flavor differences). Where I disagree is the assertion that OD&D/AD&D "did" or was intended to do pulp. Again, I think the atmosphere was greatly inspired by pulp swords and sorcery, but the purpose of the rules was to create a playable game not to emulate a certain genre of fiction. While cinematic gaming takes a step back from the predetermined outcomes of the dramatist/narrativist style, it still places a heavy emphasis on the "heroes" winning or succeeding most of the time (because that's what's cool and exciting). Whereas, I don't think OD&D/AD&D had any such bias and were firmly rooted in the idea that the playing field should be even between the PCs and their antagonists so as to provide a challenging game (as opposed to a cool or exciting story). [/QUOTE]
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Can someone explain what "1st ed feel" is?
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