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D&D Editions: Anybody Else Feel Like They Don't Fit In?
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<blockquote data-quote="Willie the Duck" data-source="post: 9620878" data-attributes="member: 6799660"><p>Certainly far exceeds mere TTRPGs. Star Wars/Trek isn't what it was when I* discovered them. Comics aren't what they used to be. And the music kids are listening to these days! And so on. Seems to be a truism about life (albeit accelerated by increased rate of technological innovation, plus that old IPs are sticking around such that there actually <em>are</em> updated versions of fictional things).</p><p><span style="font-size: 10px"><em>*for a millions or billions of individual 'I's.</em></span></p><p></p><p>What's that line? <em>'the golden age of [originally comics] is twelve.'</em> I remember being 15-16 and discovering a new music album and having it changing my world. I love my life, wife, family, home and career -- but part of me is afraid I'll never feel <em><u>anything</u></em> as strongly again as I did hearing that music for the first time.</p><p></p><p>I would disagree with the objective part. At least for the AD&Ds and maybe late BECMI. Are feats and short/long rests and bonus actions more or less complex than 1e initiative and WvsAC charts and and non-weapon proficiencies (each their own discreet mini ruleset) and charts of race-specific class lists and level limits and two discrete multiple-class rules and the name-level gameplay shift? I think it is a matter of perspective.</p><p></p><p>A modern 2E would be sweet. Other than For Gold and Glory (a relatively pure retroclone), I don't see a lot of specifically that in the OSR community. Strange since it seems to be what a lot of people--if not started-with-- latched onto as their most remembered TSR version.</p><p></p><p>Hey, beauty is in the... well, you all know the rest.</p><p></p><p>The games that work best for re-play value (outside as you say ones that can still add challenges somehow) do tend to be the ones where you can't 'learn the trick' to beating them. Obviously anything where it is learning the maze is hard to have unseen* (and the replay value was sometimes limited even BitD). Likewise, anything that is PvP always has replay if you have friends to play it with. <span style="font-size: 10px"><em>*although Lanefan is right, decades later you only think you have the whole thing memorized.</em></span></p><p></p><p>Bringing this back to TTRPGs, 'the magic' certainly won't be magical again the way it was in your first 1-3 years of gaming*, but at the same time, since every campaign can be different, you don't run into the 'I've already seen this level, I know where the secret passages are' factor. <span style="font-size: 10px"><em>*doubly so if that was when you were a kid.</em></span></p><p>What I've noticed (in re-playing old games and in revisiting previous game editions) is figuring out which quality-of-life perks later versions have that absolutely grate when I go back to the older versions. I've tried re-playing <em>Final Fantasy I</em> a few times, and I assumed all I would need is a version that would work on my current system, and maybe some fixes where the original had technical issues*<em>. What actually stuck was a version that let you buy 99 cure potions all at once instead of pressing A at the item shop 396 time*</em>. This probably correlated to OSR (or house-rules, of course) that fix whatever of the older games you just can't stand anymore***. </p><p><span style="font-size: 10px">*lag, or the spells/class features which didn't actually do anything</span></p><p><span style="font-size: 10px">**or whatever it specifically was, I know you had to buy each separately, and it took 3-4 menu choices per purchase.</span></p><p><span style="font-size: 10px">***For me, 1) BX/BECMI having no cleric or thief PC demihumans,2) all of TSR-D&D having necessary-but-awful thieves, and 3) AD&D having charts of 3 dozen weapons -- 4-6 of which you'd ever deliberately use.</span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9620878, member: 6799660"] Certainly far exceeds mere TTRPGs. Star Wars/Trek isn't what it was when I* discovered them. Comics aren't what they used to be. And the music kids are listening to these days! And so on. Seems to be a truism about life (albeit accelerated by increased rate of technological innovation, plus that old IPs are sticking around such that there actually [I]are[/I] updated versions of fictional things). [SIZE=2][I]*for a millions or billions of individual 'I's.[/I][/SIZE] What's that line? [I]'the golden age of [originally comics] is twelve.'[/I] I remember being 15-16 and discovering a new music album and having it changing my world. I love my life, wife, family, home and career -- but part of me is afraid I'll never feel [I][U]anything[/U][/I] as strongly again as I did hearing that music for the first time. I would disagree with the objective part. At least for the AD&Ds and maybe late BECMI. Are feats and short/long rests and bonus actions more or less complex than 1e initiative and WvsAC charts and and non-weapon proficiencies (each their own discreet mini ruleset) and charts of race-specific class lists and level limits and two discrete multiple-class rules and the name-level gameplay shift? I think it is a matter of perspective. A modern 2E would be sweet. Other than For Gold and Glory (a relatively pure retroclone), I don't see a lot of specifically that in the OSR community. Strange since it seems to be what a lot of people--if not started-with-- latched onto as their most remembered TSR version. Hey, beauty is in the... well, you all know the rest. The games that work best for re-play value (outside as you say ones that can still add challenges somehow) do tend to be the ones where you can't 'learn the trick' to beating them. Obviously anything where it is learning the maze is hard to have unseen* (and the replay value was sometimes limited even BitD). Likewise, anything that is PvP always has replay if you have friends to play it with. [SIZE=2][I]*although Lanefan is right, decades later you only think you have the whole thing memorized.[/I][/SIZE] Bringing this back to TTRPGs, 'the magic' certainly won't be magical again the way it was in your first 1-3 years of gaming*, but at the same time, since every campaign can be different, you don't run into the 'I've already seen this level, I know where the secret passages are' factor. [SIZE=2][I]*doubly so if that was when you were a kid.[/I][/SIZE] What I've noticed (in re-playing old games and in revisiting previous game editions) is figuring out which quality-of-life perks later versions have that absolutely grate when I go back to the older versions. I've tried re-playing [I]Final Fantasy I[/I] a few times, and I assumed all I would need is a version that would work on my current system, and maybe some fixes where the original had technical issues*[I]. What actually stuck was a version that let you buy 99 cure potions all at once instead of pressing A at the item shop 396 time*[/I]. This probably correlated to OSR (or house-rules, of course) that fix whatever of the older games you just can't stand anymore***. [SIZE=2]*lag, or the spells/class features which didn't actually do anything **or whatever it specifically was, I know you had to buy each separately, and it took 3-4 menu choices per purchase. ***For me, 1) BX/BECMI having no cleric or thief PC demihumans,2) all of TSR-D&D having necessary-but-awful thieves, and 3) AD&D having charts of 3 dozen weapons -- 4-6 of which you'd ever deliberately use.[/SIZE] [/QUOTE]
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