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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Melan" data-source="post: 46894" data-attributes="member: 1713"><p>On Settings: Joshua: yes, the rest of <strong> The Industry </strong> (as they refer to themselves) is mostly anti-first edition feel, focusing on settings versus rules. And they, collectively, aren't much larger than D&D on its own. They never were (except for maybe White Wolf in its early years), and, most likely, never be. On the other hand, D&D and Hackmaster (which is 100% old school gaming, 1st edition feel and all) sell like, well, some really well selling stuff. One of the keys to this is precisely the holy "setting" (and the lack thereof in D&D). Gamers like to invent worlds and D&D allows, nay, encourages you to do just that. Vampire can't do that for me, and neither can Tribe 8, Blue Planet or Orkworld. Oh sure, my home setting isn't original at all (being composed of a few maps on hex sheets, another sheet that has the settlements with population figures and a few other details, other details being stored in my mind. And the meat: lots of adventures, both stolen and home-grown.</p><p> This is one of the core strength of 1e: it allowed the seamless integration of modules and supplements into your own world. Can you drop "Steading of the Hill Giant chief" in an average campaign? Yes, most likely. Can you use the 1e DMG encounter tables? Yes, or you can make your own based on them - just a few changes and you are set. Can you do the same to the reindeer-riding orks from Orkworld? No, you can't. Chances are, your campaign can't accomodate them. Naturally, the rest of <strong> The Industry <strong> (tm) can't get away with focusing on rules and modules - they must focus on something WotC doesn't do as well (and which caused the downfall of TSR, among other reasons), and that is the creation of detailed worlds (BESM might be a rare exception, or maybe FUDGE?). A significant portion of D&D players couldn't care less about cool settings - we want modules we can use in our own crappy fantasy worlds. And 1st edition adventures were nice in this respect - generic, adaptable, full of cool ideas...</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong> On nostalgia: I don't think it is merely nostalgia. In that case, I wouldn't enjoy it - I am younger than the G series, but I still prefer it to Terrible Trouble of Tragidore or the other zillion crappy adventures that came out in the 90s. There must surely be something that makes them attractible to me. - And also that new contestants in this area (Necromancer and Fiery Dragon) make fun modules I can run and my players enjoy...</strong></strong></p></blockquote><p></p>
[QUOTE="Melan, post: 46894, member: 1713"] On Settings: Joshua: yes, the rest of [b] The Industry [/b] (as they refer to themselves) is mostly anti-first edition feel, focusing on settings versus rules. And they, collectively, aren't much larger than D&D on its own. They never were (except for maybe White Wolf in its early years), and, most likely, never be. On the other hand, D&D and Hackmaster (which is 100% old school gaming, 1st edition feel and all) sell like, well, some really well selling stuff. One of the keys to this is precisely the holy "setting" (and the lack thereof in D&D). Gamers like to invent worlds and D&D allows, nay, encourages you to do just that. Vampire can't do that for me, and neither can Tribe 8, Blue Planet or Orkworld. Oh sure, my home setting isn't original at all (being composed of a few maps on hex sheets, another sheet that has the settlements with population figures and a few other details, other details being stored in my mind. And the meat: lots of adventures, both stolen and home-grown. This is one of the core strength of 1e: it allowed the seamless integration of modules and supplements into your own world. Can you drop "Steading of the Hill Giant chief" in an average campaign? Yes, most likely. Can you use the 1e DMG encounter tables? Yes, or you can make your own based on them - just a few changes and you are set. Can you do the same to the reindeer-riding orks from Orkworld? No, you can't. Chances are, your campaign can't accomodate them. Naturally, the rest of [b] The Industry [b] (tm) can't get away with focusing on rules and modules - they must focus on something WotC doesn't do as well (and which caused the downfall of TSR, among other reasons), and that is the creation of detailed worlds (BESM might be a rare exception, or maybe FUDGE?). A significant portion of D&D players couldn't care less about cool settings - we want modules we can use in our own crappy fantasy worlds. And 1st edition adventures were nice in this respect - generic, adaptable, full of cool ideas... On nostalgia: I don't think it is merely nostalgia. In that case, I wouldn't enjoy it - I am younger than the G series, but I still prefer it to Terrible Trouble of Tragidore or the other zillion crappy adventures that came out in the 90s. There must surely be something that makes them attractible to me. - And also that new contestants in this area (Necromancer and Fiery Dragon) make fun modules I can run and my players enjoy...[/b][/b] [/QUOTE]
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Can someone explain what "1st ed feel" is?
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