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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="Henry" data-source="post: 53542" data-attributes="member: 158"><p><strong>Re: Can't we all just get along?</strong></p><p></p><p></p><p></p><p>Hi, Simon! Welcome to the Fray. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think the original point of the thread was that someone didn't understand what separated a 1st edition campaign from a newer one (other than "the rules.") - The "feel" that is being described in Necromancer Games credo. I agree, take what is best from each style and blend them - it's the age-old idea. However, many people still seem to think (and this thread proves it) that 1st edition was about nothing more than beer-and-pretzels roleplaying. Despite pointing out numerous example of the "feel" we are referring to, many people seem to think "Diablo" when they think First Edition. It's enough to drive you to Cthulhu!!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As I said before, all styles are viable, and by describing what made the old modules great we are not denigrating every single thing that has come since - we are pointing out that to many, many gamers out there, having a good adventure set-up with minimal "campaign flavor" involved, so as to insert as much or as little story as desired into the module, is a preferable thing.</p><p></p><p>Give me a good challenge over loads of boxed text and flavor any day. Atmosphere is easy for me; complex set-ups and challenges are what I am pressed for time for.</p><p></p><p>If the Temple of the Lobster God is well-designed and has many creative challenges inside, then I can drop it into any campaign I wish. If, however, the temple is decribed in detail by every 10' x 10' section, and I get the entire life history of the high priest, followed by the compiled exploits of his temple and deeds, along with an in-depth character study of WHY he is plotting someone's downfall, then I don't need it nor want it. I can make that myself, and my players are more interested in razing a temple of evil than in becoming its guidance counselor. Many 2nd edition modules had a similar problem - you become so embroiled in the politics of the situation, it left almost no room for actual heroics.</p><p></p><p>Personally I can think of no better descriptive trinity than Howard, Leiber, and Moorcock (except make it a quartet - Jack Vance). That's a good 1st edition stock reading list.</p><p></p><p>P.S. - Just to clear a point that Pielorhino made - consistency is important, this is true. However, having mysteries in a scenario are quite useful too. I sometimes in my group's adventure put things that make no sense whatsoever, just to (A) tick them off, (B) keep them guessing, (C) leave that sense of wonder in a game but putting something in there that may never be explained. However, if the dungeon has 100 cultists in it, and I only found enough bedding for 10 people, or if it had a dragon stuck in a 10' x 10' room, I would be concerned. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 53542, member: 158"] [b]Re: Can't we all just get along?[/b] Hi, Simon! Welcome to the Fray. :) I think the original point of the thread was that someone didn't understand what separated a 1st edition campaign from a newer one (other than "the rules.") - The "feel" that is being described in Necromancer Games credo. I agree, take what is best from each style and blend them - it's the age-old idea. However, many people still seem to think (and this thread proves it) that 1st edition was about nothing more than beer-and-pretzels roleplaying. Despite pointing out numerous example of the "feel" we are referring to, many people seem to think "Diablo" when they think First Edition. It's enough to drive you to Cthulhu!!! :) As I said before, all styles are viable, and by describing what made the old modules great we are not denigrating every single thing that has come since - we are pointing out that to many, many gamers out there, having a good adventure set-up with minimal "campaign flavor" involved, so as to insert as much or as little story as desired into the module, is a preferable thing. Give me a good challenge over loads of boxed text and flavor any day. Atmosphere is easy for me; complex set-ups and challenges are what I am pressed for time for. If the Temple of the Lobster God is well-designed and has many creative challenges inside, then I can drop it into any campaign I wish. If, however, the temple is decribed in detail by every 10' x 10' section, and I get the entire life history of the high priest, followed by the compiled exploits of his temple and deeds, along with an in-depth character study of WHY he is plotting someone's downfall, then I don't need it nor want it. I can make that myself, and my players are more interested in razing a temple of evil than in becoming its guidance counselor. Many 2nd edition modules had a similar problem - you become so embroiled in the politics of the situation, it left almost no room for actual heroics. Personally I can think of no better descriptive trinity than Howard, Leiber, and Moorcock (except make it a quartet - Jack Vance). That's a good 1st edition stock reading list. P.S. - Just to clear a point that Pielorhino made - consistency is important, this is true. However, having mysteries in a scenario are quite useful too. I sometimes in my group's adventure put things that make no sense whatsoever, just to (A) tick them off, (B) keep them guessing, (C) leave that sense of wonder in a game but putting something in there that may never be explained. However, if the dungeon has 100 cultists in it, and I only found enough bedding for 10 people, or if it had a dragon stuck in a 10' x 10' room, I would be concerned. :) [/QUOTE]
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