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D&D lovers who hate Vancian magic
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<blockquote data-quote="Jack7" data-source="post: 5770402" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">I neither love it nor hate it. I think of it as a system, like any other. It has some very enjoyable parts but some severe weaknesses and I gave up using it a long time ago. Not for the way magic operates in later or in other systems but with one I created on my own.</span></p><p> </p><p> <span style="font-family: 'Verdana'">However I thought it was perfectly suited to AD&D. It just felt very right for that gaming system.</span></p><p> </p><p> <span style="font-family: 'Verdana'">As to what led me to playing D&D, well, at that time it was almost the only game in town. And to me it was the very first RPG magic system I really encountered. And as I've already said it felt very right to me in that system. It all worked together as a whole.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I liked the class system, even though I gave that up too, and I liked the overall adventuring system. You gotta remember, when I started, it was almost the only thing around. So, what wasn't to like? It was novel.</span></p><p> </p><p> <span style="font-family: 'Verdana'">And from the start to me it was just a game. To tell the truth I've never understood the, <em>"well, this is the way the game is written so you must play it this way."</em> I can understand that with chess. Even some war. </span></p><p> </p><p> <span style="font-family: 'Verdana'">I never understood it with D&D. To me inherent in the very idea of the Role Play Game is the idea of personal and interactive modification.</span> <span style="font-family: 'Verdana'">The game attracted me to the game, the thought that individual elements had to be this way or that way never occurred to me just because some designer, no matter who he was, said so. </span></p><p> </p><p> <span style="font-family: 'Verdana'">It was <em><strong>"my way."</strong></em> <strong>That was what made D&D unique and interesting to me. </strong>The fantasy element was nice. Magic was interesting. The wargaming elements were fun. The role playing was exciting and novel. the social aspects were alluring. But the idea that you could remake the game, rules, setting, characters, monsters, etc as you wished, and restructure it to taste, that was a really great leap in game design that I think a lot of younger people completely overlook cause they're used to the idea now. It's ubiquitous now in video and computer gaming design, at least. And with internet games.<strong> Personalization, modification, and interactive individualization.<em> Back then though that was a very novel and revolutionary concept in game design</em></strong>. In everything, including game design. Unfortunately I am afraid it has become a novel concept all over again, as modern Gamers and Geeks are often far more interested in learning and mastering rule and structure systems than redesigning and recreating them. Absorption has replaced experimentation as the "rule du jour." A shame, but that's the way it is. But it wasn't that way back then at all. Back then it was the end user and games like D&D at the very Frontier of Imaginative Recreation. Gygax and his cohorts deserve a lot of credit for the idea because it was a very prophetic statements about modern society and technology even before the real current age of modern technology. </span></p><p> </p><p> <span style="font-family: 'Verdana'">That was the real revolutionary idea behind it to me. It presaged the "end user personal modification" idea of product design to me.</span></p><p> </p><p> <span style="font-family: 'Verdana'">How it later became the game of rule lawyering I never understood. To me that very idea was antithetical and anathema to the original design concept. But it just goes to show ya, things often become what they are not even when they shouldn't. Just give it enough time.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">On the other hand give it enough time and things finish where they start, and sometimes even improve some as a result of having taken the trip. So, here's to progress.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p>Same here, obviously.</p></blockquote><p></p>
[QUOTE="Jack7, post: 5770402, member: 54707"] [FONT=Verdana]I neither love it nor hate it. I think of it as a system, like any other. It has some very enjoyable parts but some severe weaknesses and I gave up using it a long time ago. Not for the way magic operates in later or in other systems but with one I created on my own.[/FONT] [FONT=Verdana]However I thought it was perfectly suited to AD&D. It just felt very right for that gaming system.[/FONT] [FONT=Verdana]As to what led me to playing D&D, well, at that time it was almost the only game in town. And to me it was the very first RPG magic system I really encountered. And as I've already said it felt very right to me in that system. It all worked together as a whole.[/FONT] [FONT=Verdana]I liked the class system, even though I gave that up too, and I liked the overall adventuring system. You gotta remember, when I started, it was almost the only thing around. So, what wasn't to like? It was novel.[/FONT] [FONT=Verdana]And from the start to me it was just a game. To tell the truth I've never understood the, [I]"well, this is the way the game is written so you must play it this way."[/I] I can understand that with chess. Even some war. [/FONT] [FONT=Verdana]I never understood it with D&D. To me inherent in the very idea of the Role Play Game is the idea of personal and interactive modification.[/FONT] [FONT=Verdana]The game attracted me to the game, the thought that individual elements had to be this way or that way never occurred to me just because some designer, no matter who he was, said so. [/FONT] [FONT=Verdana]It was [I][B]"my way."[/B][/I] [B]That was what made D&D unique and interesting to me. [/B]The fantasy element was nice. Magic was interesting. The wargaming elements were fun. The role playing was exciting and novel. the social aspects were alluring. But the idea that you could remake the game, rules, setting, characters, monsters, etc as you wished, and restructure it to taste, that was a really great leap in game design that I think a lot of younger people completely overlook cause they're used to the idea now. It's ubiquitous now in video and computer gaming design, at least. And with internet games.[B] Personalization, modification, and interactive individualization.[I] Back then though that was a very novel and revolutionary concept in game design[/I][/B]. In everything, including game design. Unfortunately I am afraid it has become a novel concept all over again, as modern Gamers and Geeks are often far more interested in learning and mastering rule and structure systems than redesigning and recreating them. Absorption has replaced experimentation as the "rule du jour." A shame, but that's the way it is. But it wasn't that way back then at all. Back then it was the end user and games like D&D at the very Frontier of Imaginative Recreation. Gygax and his cohorts deserve a lot of credit for the idea because it was a very prophetic statements about modern society and technology even before the real current age of modern technology. [/FONT] [FONT=Verdana]That was the real revolutionary idea behind it to me. It presaged the "end user personal modification" idea of product design to me.[/FONT] [FONT=Verdana]How it later became the game of rule lawyering I never understood. To me that very idea was antithetical and anathema to the original design concept. But it just goes to show ya, things often become what they are not even when they shouldn't. Just give it enough time. On the other hand give it enough time and things finish where they start, and sometimes even improve some as a result of having taken the trip. So, here's to progress. [/FONT] Same here, obviously. [/QUOTE]
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