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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Pielorinho" data-source="post: 51482" data-attributes="member: 259"><p>Maybe I'm taking out out of context, Orcus, and I apologize. But here's what stood out most in your post to me:</p><p></p><p></p><p></p><p>See, if coffeegrowing elves aren't D&D, then I don't want to be playing D&D. Is it a mark of distinction that the founder of Necromancer games has made fun of my campaign setting? heheh.</p><p></p><p>I'm all about the Ursula LeGuin approach to fantasy. People have real motivations, cultures are in upheaval, death is sad, morality is tenuous. Window-dressing is as important as mechanics. Characters come with half a dozen pages of background. Religions are fleshed out, and aren't just limited to polytheism or monotheism. Reality itself is uncertain, but its nature is central to the game.</p><p></p><p>I love that my players can discuss the merits of elvish coffee over dinner with the head of their religious order, and that the conversation can continue in that vein for fifteen minutes before the boss gets around to blackmailing them.</p><p></p><p>That's certainly possible in 1E, but it's not First-Edition Feel. As you suggest, first-edition feel doesn't have a whole lot of sociological thought in it.</p><p></p><p>It is, as you say, a different style of playing, and it's good that D20 can accommodate so many different styles. But if you think that the alternative to bare-bones, plausibility-challenged dungeons is railroading adventures, then I think your scope of gameplay is limited.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 51482, member: 259"] Maybe I'm taking out out of context, Orcus, and I apologize. But here's what stood out most in your post to me: See, if coffeegrowing elves aren't D&D, then I don't want to be playing D&D. Is it a mark of distinction that the founder of Necromancer games has made fun of my campaign setting? heheh. I'm all about the Ursula LeGuin approach to fantasy. People have real motivations, cultures are in upheaval, death is sad, morality is tenuous. Window-dressing is as important as mechanics. Characters come with half a dozen pages of background. Religions are fleshed out, and aren't just limited to polytheism or monotheism. Reality itself is uncertain, but its nature is central to the game. I love that my players can discuss the merits of elvish coffee over dinner with the head of their religious order, and that the conversation can continue in that vein for fifteen minutes before the boss gets around to blackmailing them. That's certainly possible in 1E, but it's not First-Edition Feel. As you suggest, first-edition feel doesn't have a whole lot of sociological thought in it. It is, as you say, a different style of playing, and it's good that D20 can accommodate so many different styles. But if you think that the alternative to bare-bones, plausibility-challenged dungeons is railroading adventures, then I think your scope of gameplay is limited. Daniel [/QUOTE]
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Can someone explain what "1st ed feel" is?
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