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Define "___-edition feel"?
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<blockquote data-quote="EB3" data-source="post: 1449208" data-attributes="member: 17836"><p>Alzrius, that's probably the best summary I've seen of the different "feels" between the editions. For my part, it seems that the first two editions were following general industry trends. First edition was the child of wargames, which didn't require much background information, detailed rules, set-up (you meet in a tavern to explore the dungeon), or push the inter-character role-playing. Second edition was more into selling settings and splat book suppliments. The "tapestry" line describes it best. But, if a DM couldn't figure out how to fit the characters into the tapestry or just didn't like the picture, you were left feeling, well, left out. Also, 2e played with the rules, making them generally more complex and tried to make new rule changes with through supplements. </p><p>I think that 3 &31/2 are better than both former additions as the basic rules make sense, are simple, encourage role-playing, and are still expandable (for those interested) with plenty of supplements. And there are plenty of settings for those groups looking for a tapestry...</p></blockquote><p></p>
[QUOTE="EB3, post: 1449208, member: 17836"] Alzrius, that's probably the best summary I've seen of the different "feels" between the editions. For my part, it seems that the first two editions were following general industry trends. First edition was the child of wargames, which didn't require much background information, detailed rules, set-up (you meet in a tavern to explore the dungeon), or push the inter-character role-playing. Second edition was more into selling settings and splat book suppliments. The "tapestry" line describes it best. But, if a DM couldn't figure out how to fit the characters into the tapestry or just didn't like the picture, you were left feeling, well, left out. Also, 2e played with the rules, making them generally more complex and tried to make new rule changes with through supplements. I think that 3 &31/2 are better than both former additions as the basic rules make sense, are simple, encourage role-playing, and are still expandable (for those interested) with plenty of supplements. And there are plenty of settings for those groups looking for a tapestry... [/QUOTE]
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