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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Talvisota" data-source="post: 47866" data-attributes="member: 1292"><p>6 seconds in a segment. </p><p></p><p>"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... "</p><p></p><p>This is my opinion of 1e, too. Sometime around 1990 or a little afterwards, products became intertwined in published worlds and I began to have trouble adapting products to my home campaign. A business plan, of course, and understandable perhaps from a company whose goal is profit.</p><p></p><p>What I think the "2e feel" is? All those other gamers I met (starting about that time) who kept acting like what TSR wrote in supplements was law, even in your campaign. One player in my group tried to tell me what Drow were all about and saying that I was doing things wrong; you see, he had the special handbook for Drow, and it said blah blah blah. Perhaps this should be called "The Drizzt Effect."</p><p></p><p>If indeed The Industry is watching - take heed. Why do we STILL keep referring to GDQ (well, maybe not Q) and T1-4 as the best modules? Think about it: generic setting, one product that allows play for many levels, long, build up challenges, and just what the DM needs to surround it with his own style.</p><p></p><p>Talvisota</p></blockquote><p></p>
[QUOTE="Talvisota, post: 47866, member: 1292"] 6 seconds in a segment. "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... " This is my opinion of 1e, too. Sometime around 1990 or a little afterwards, products became intertwined in published worlds and I began to have trouble adapting products to my home campaign. A business plan, of course, and understandable perhaps from a company whose goal is profit. What I think the "2e feel" is? All those other gamers I met (starting about that time) who kept acting like what TSR wrote in supplements was law, even in your campaign. One player in my group tried to tell me what Drow were all about and saying that I was doing things wrong; you see, he had the special handbook for Drow, and it said blah blah blah. Perhaps this should be called "The Drizzt Effect." If indeed The Industry is watching - take heed. Why do we STILL keep referring to GDQ (well, maybe not Q) and T1-4 as the best modules? Think about it: generic setting, one product that allows play for many levels, long, build up challenges, and just what the DM needs to surround it with his own style. Talvisota [/QUOTE]
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Can someone explain what "1st ed feel" is?
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