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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Henry" data-source="post: 46663" data-attributes="member: 158"><p>I also beg to differ. To make that statement is to tell me that you do not seem to have a complete understanding of what made many 1st edition modules great.</p><p></p><p>I enjoy an occasional game of Diablo, and used to play Everquest last year, but left both. Why? Because they were boring and mindless. You performed the same activities <em>ad infinitum</em> to get the same result. I have a friend who still plays Everquest, and he has several 30th to 50th level characters. I don't see how he does it. I have more fun with a filing cabinet.</p><p></p><p>Getting back to your statement - To coin a rather homeopathic phrase, <strong>"Less is more."</strong> One qualifier of 1st edition was a setup of fascinating situations and challenges, with a minimal amount of "Story fluff."</p><p></p><p>By story fluff, I mean the boxed text and reams of characterization notes that used to come with many 2E adventures - "For Duty and Deity" was one. You were told more about the environment of the High Cleric (of Waukeen)'s temple and offices than you were about the Abyss where Waukeen was held!!!</p><p></p><p>In many 1E adventures, there was an intriguing setup (for its day) and the how's, why's and wherefores of how the characters got into the situation were left open-ended to the DM, so that he would have an easier time to insert it into his campaign (and also because printing costs ain't cheap). There were usually enough notation of the basic character and his position to give the DM an idea of how to handle him as an NPC, and it was up to the DM to provide more flesh to his characterization.</p><p></p><p>It is true that it is part nostalgia, but there is a lesson there that many designers of 3E are returning to - even many designers at WotC (Look at Forge of Fury and Sunless Citadel for examples of this). They don't write in "complete" 1E style, but it is more writing in interesting situations and challenges such as....</p><p></p><p>SPOILER</p><p>The Kobolds and the White dragon, or the druid and his special tree...</p><p>SPOILER</p><p></p><p>...that makes it fun to run for players. Fans of 1E need new and fresh challenge ideas, not gobs and gobs of setting with little meat involved. I had more fun with Sir Bruto sans Pite and the mid-air kayaks in-stream, than I did with Volo and all his ramblings about "the multitudinous and miraculous magic of the Realms."</p></blockquote><p></p>
[QUOTE="Henry, post: 46663, member: 158"] I also beg to differ. To make that statement is to tell me that you do not seem to have a complete understanding of what made many 1st edition modules great. I enjoy an occasional game of Diablo, and used to play Everquest last year, but left both. Why? Because they were boring and mindless. You performed the same activities [i]ad infinitum[/i] to get the same result. I have a friend who still plays Everquest, and he has several 30th to 50th level characters. I don't see how he does it. I have more fun with a filing cabinet. Getting back to your statement - To coin a rather homeopathic phrase, [b]"Less is more."[/b] One qualifier of 1st edition was a setup of fascinating situations and challenges, with a minimal amount of "Story fluff." By story fluff, I mean the boxed text and reams of characterization notes that used to come with many 2E adventures - "For Duty and Deity" was one. You were told more about the environment of the High Cleric (of Waukeen)'s temple and offices than you were about the Abyss where Waukeen was held!!! In many 1E adventures, there was an intriguing setup (for its day) and the how's, why's and wherefores of how the characters got into the situation were left open-ended to the DM, so that he would have an easier time to insert it into his campaign (and also because printing costs ain't cheap). There were usually enough notation of the basic character and his position to give the DM an idea of how to handle him as an NPC, and it was up to the DM to provide more flesh to his characterization. It is true that it is part nostalgia, but there is a lesson there that many designers of 3E are returning to - even many designers at WotC (Look at Forge of Fury and Sunless Citadel for examples of this). They don't write in "complete" 1E style, but it is more writing in interesting situations and challenges such as.... SPOILER The Kobolds and the White dragon, or the druid and his special tree... SPOILER ...that makes it fun to run for players. Fans of 1E need new and fresh challenge ideas, not gobs and gobs of setting with little meat involved. I had more fun with Sir Bruto sans Pite and the mid-air kayaks in-stream, than I did with Volo and all his ramblings about "the multitudinous and miraculous magic of the Realms." [/QUOTE]
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Can someone explain what "1st ed feel" is?
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