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Define "___-edition feel"?
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<blockquote data-quote="Belen" data-source="post: 1451128" data-attributes="member: 1405"><p>I am not sure how I feel about the three editions. Each had its own unique style and brought a different gaming experience:</p><p></p><p>1st edition: Exploration driven. Man versus monster in order to reap great rewards. It was a location dependent game. GMs designed what background was needed to fill in the location events. Even with modules like Temple of Elemental Evil, the larger world was irrelevant. GM and players had the same rules options. Everything was simpler.</p><p></p><p>2nd Edition: Event driven. Characters reacted to the world, although the world did not react to them. GMs did not need to design a lot of background. A wealth of information existed for GMs. Eventually, the complete books and player options arrived to provide the same level of support for players. However, TSR marketed to the GMs because they felt that GMs bought more material. It is the GM edition.</p><p></p><p>3rd edition: Player driven: Players are given access to a variety of options. WOTC markets directly to their needs because more players exist than GMs. Little support for GMs from the main company which decided to farm that out. That fails as third party companies market to players as well. It becomes the "Everyone wants to play, no one wants to GM" edition. Rules set, while exhaustive, is MUCH better. The design allows for easier access into the gaming community. It is the player edition.</p><p></p><p>No clue what the future holds. There are a lot of possibilities. An amalgamation of 2e GM support and 3e rules would be the perfect edition for me, although, if I had to choose, it would be 3e, even if I miss the ease of GMing 2e.</p></blockquote><p></p>
[QUOTE="Belen, post: 1451128, member: 1405"] I am not sure how I feel about the three editions. Each had its own unique style and brought a different gaming experience: 1st edition: Exploration driven. Man versus monster in order to reap great rewards. It was a location dependent game. GMs designed what background was needed to fill in the location events. Even with modules like Temple of Elemental Evil, the larger world was irrelevant. GM and players had the same rules options. Everything was simpler. 2nd Edition: Event driven. Characters reacted to the world, although the world did not react to them. GMs did not need to design a lot of background. A wealth of information existed for GMs. Eventually, the complete books and player options arrived to provide the same level of support for players. However, TSR marketed to the GMs because they felt that GMs bought more material. It is the GM edition. 3rd edition: Player driven: Players are given access to a variety of options. WOTC markets directly to their needs because more players exist than GMs. Little support for GMs from the main company which decided to farm that out. That fails as third party companies market to players as well. It becomes the "Everyone wants to play, no one wants to GM" edition. Rules set, while exhaustive, is MUCH better. The design allows for easier access into the gaming community. It is the player edition. No clue what the future holds. There are a lot of possibilities. An amalgamation of 2e GM support and 3e rules would be the perfect edition for me, although, if I had to choose, it would be 3e, even if I miss the ease of GMing 2e. [/QUOTE]
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