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Can someone explain what "1st ed feel" is?
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<blockquote data-quote="ColonelHardisson" data-source="post: 53971" data-attributes="member: 363"><p>Yes, exactly! I just assume that there is a logical reason for what is given, and then work it into my story.</p><p></p><p>There are a lot of things in life that are not logical or seem to have no reason behind them, but we don't notice until we start to think about them.</p><p></p><p>Let's say we designed an adventure for a modern game on World War II warship - say a submarine. Now, some will probably notice that there aren't enough bunks for the crew; that's because they used "hot bunking," in which more than one crewman uses each bunk, and they are rotated on duty shifts. </p><p></p><p>Sure, it takes a bit more to explain the 10 bunks/100 cultists scenario, but hey, how much sleep does an evil cultist need? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Babylon 5 had a great little monologue by the character Londo about how he noticed at the Imperial Palace there was a guard stationed in the middle of a courtyard, with nothing to guard. Eventually he found out that a princess from centuries before had seen a flower growing there and had posted the guard to keep it from harm, and then forgot about it. Bureaucracy and tradition had kept the guard there long after even the princess was dead, let alone the flower. </p><p></p><p>Dungeons are very often forgotten or ruined strongholds from centuries before. Human nature (and the nature of human-like beings) always results in some quirks of design. Take the Winchester Mystery House, or the palace of that "Mad Prince" in Bavaria (never can remember his name!) - wouldn't they seem illogical as dungeons?</p><p></p><p>Now, I'm not defending things like monsters bigger than the rooms they're in or orcs trying to do a "Stand on Zanzibar" scenario in a 10x10 room or flying creatures stuck hundreds of feet below the surface or ecosystems without any water or food access. I really don't remember any of the classic 1e modules having a lot of stuff like that. Homebrew dungeons had stuff like that all the time, but that isn't really an essential ingredient for 1e feel.</p></blockquote><p></p>
[QUOTE="ColonelHardisson, post: 53971, member: 363"] Yes, exactly! I just assume that there is a logical reason for what is given, and then work it into my story. There are a lot of things in life that are not logical or seem to have no reason behind them, but we don't notice until we start to think about them. Let's say we designed an adventure for a modern game on World War II warship - say a submarine. Now, some will probably notice that there aren't enough bunks for the crew; that's because they used "hot bunking," in which more than one crewman uses each bunk, and they are rotated on duty shifts. Sure, it takes a bit more to explain the 10 bunks/100 cultists scenario, but hey, how much sleep does an evil cultist need? ;) Babylon 5 had a great little monologue by the character Londo about how he noticed at the Imperial Palace there was a guard stationed in the middle of a courtyard, with nothing to guard. Eventually he found out that a princess from centuries before had seen a flower growing there and had posted the guard to keep it from harm, and then forgot about it. Bureaucracy and tradition had kept the guard there long after even the princess was dead, let alone the flower. Dungeons are very often forgotten or ruined strongholds from centuries before. Human nature (and the nature of human-like beings) always results in some quirks of design. Take the Winchester Mystery House, or the palace of that "Mad Prince" in Bavaria (never can remember his name!) - wouldn't they seem illogical as dungeons? Now, I'm not defending things like monsters bigger than the rooms they're in or orcs trying to do a "Stand on Zanzibar" scenario in a 10x10 room or flying creatures stuck hundreds of feet below the surface or ecosystems without any water or food access. I really don't remember any of the classic 1e modules having a lot of stuff like that. Homebrew dungeons had stuff like that all the time, but that isn't really an essential ingredient for 1e feel. [/QUOTE]
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Can someone explain what "1st ed feel" is?
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