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Define "___-edition feel"?
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<blockquote data-quote="Thanatos" data-source="post: 1451239" data-attributes="member: 5261"><p>This seemed interesting, thought I would toss in my 2 copper's worth:</p><p></p><p></p><p></p><p>Wow. First Edition. I had just laid down The Red Book from The Red Box Set (though I did have this older white/green box set where even the monster's weren't in the dungeon, just blank squares). </p><p></p><p>I played First Edition for so long. We had many wonderful adventures. We also had quite a few humiliating defeats. The feel? It just covered enough so we could make unique characters. It didn't really cover too much in the way of backstory or histories and left that up to us to create. There were alot of options we got to make up because there weren't as many rules written for things (e.g. feats and skills). Additional books did add to the complexities and rules presented, but at its core, it took Basic D&D just a bit further in concept and complexity. How did they say it in Conan? "Those were the days of High Adventure!" (If Memory Serves Me Correctly - IMSMC).</p><p></p><p></p><p></p><p>What do you mean my Barbarian can't take on that horde of 1,000 orcs? Okay, so the old days were gone. Now we cover things like proficiencies and "game balance". Gone is alot of the uniqueness because the rules and options cover alot more. Things seemed firmer, more real in this edition. There were more indepth histories and unique flavors to taste. This is when D&D became "good", eliminating the Devils and Assassin Class. </p><p></p><p>No, it wasn't the days of High Adventure, but we still had some great ones. Astounding victories and utter losses. We got kits to expand the flavor variations of the classes and options books to change the score and spice it up a bit, but it was dated and a bit tough to wield at that point. And face it, if you played First Edition, you always really resented the loss of the Devils and Assassin Class, if just on principles of being against all that is PC (okay, well maybe some of you didn't...you are excepted.).</p><p></p><p>This was a good and solid game though. It didn't have as much of the running-blind feeling of the first one, which could make for some interesting situations, but it was consistant, solid and steady.</p><p></p><p></p><p></p><p>"We have risen above our mediocrity, let the gods now tremble!" - I'm sure someone said it.</p><p></p><p>Third edition covers not only alot of rules and options, but alot of history, detail and character customization capability. Once again we can create unique characters, which don't balance as well against each other as in the past edition, but still retain a semblence of balance. We even have classes to make our characters more powerful, if more focused. </p><p></p><p>We have ridden high, snubbing a god or two along the way. We have been quashed, reminded of our fragile mortality. This is potentially the deadlist edition of D&D, but also with the most options. We see rules governing Exalted beings, Vile beings and even sexuality is touched upon. Gone are the days of wondering if a rule exists to cover something, because we know somewhere it probably does exist if we really don't want to make it up ourselves.</p><p></p><p>This edition is probably the most complex. It's the one that offers the closest march along side reality at one end and on the other, the highst realm of fantasy, alowing you to even march into partial or full godhood and continue to play. We can explore the realms of our deepest fears, fantasies or realities. We no longer have to be blind. We got back our Devils and Assassin Class and more. Good? Evil? These are now our characters quandries and are as powerful as any monster that we've cast a spell at or struck with a weapon. </p><p></p><p>The feel? different then the other editions. At first we were kinda lost and making it all up as we went along with a basic sub-set of rules...then we were introduced to balance and a sense of histories and ages and myriad of worlds...and finally, we have been introduced into infinite possibility, to which only the boundries of your groups imagination will stop you.</p><p></p><p>All in all, I think it was very progressive...and we learned from each edition.</p><p></p><p>I'll go so far as to say, chainmail? taught us about fantasy in wargaming.</p><p></p><p>Basic, Intermediate, Expert and Immortals Boxed editions played a part as well...it taught us to imagine ourselves in the fantasy world, more indepth then in wargaming...and taught us that even if we become gods, the adventure doesn't have to stop.</p><p></p><p>Thanks for reading my lengthy post.</p></blockquote><p></p>
[QUOTE="Thanatos, post: 1451239, member: 5261"] This seemed interesting, thought I would toss in my 2 copper's worth: Wow. First Edition. I had just laid down The Red Book from The Red Box Set (though I did have this older white/green box set where even the monster's weren't in the dungeon, just blank squares). I played First Edition for so long. We had many wonderful adventures. We also had quite a few humiliating defeats. The feel? It just covered enough so we could make unique characters. It didn't really cover too much in the way of backstory or histories and left that up to us to create. There were alot of options we got to make up because there weren't as many rules written for things (e.g. feats and skills). Additional books did add to the complexities and rules presented, but at its core, it took Basic D&D just a bit further in concept and complexity. How did they say it in Conan? "Those were the days of High Adventure!" (If Memory Serves Me Correctly - IMSMC). What do you mean my Barbarian can't take on that horde of 1,000 orcs? Okay, so the old days were gone. Now we cover things like proficiencies and "game balance". Gone is alot of the uniqueness because the rules and options cover alot more. Things seemed firmer, more real in this edition. There were more indepth histories and unique flavors to taste. This is when D&D became "good", eliminating the Devils and Assassin Class. No, it wasn't the days of High Adventure, but we still had some great ones. Astounding victories and utter losses. We got kits to expand the flavor variations of the classes and options books to change the score and spice it up a bit, but it was dated and a bit tough to wield at that point. And face it, if you played First Edition, you always really resented the loss of the Devils and Assassin Class, if just on principles of being against all that is PC (okay, well maybe some of you didn't...you are excepted.). This was a good and solid game though. It didn't have as much of the running-blind feeling of the first one, which could make for some interesting situations, but it was consistant, solid and steady. "We have risen above our mediocrity, let the gods now tremble!" - I'm sure someone said it. Third edition covers not only alot of rules and options, but alot of history, detail and character customization capability. Once again we can create unique characters, which don't balance as well against each other as in the past edition, but still retain a semblence of balance. We even have classes to make our characters more powerful, if more focused. We have ridden high, snubbing a god or two along the way. We have been quashed, reminded of our fragile mortality. This is potentially the deadlist edition of D&D, but also with the most options. We see rules governing Exalted beings, Vile beings and even sexuality is touched upon. Gone are the days of wondering if a rule exists to cover something, because we know somewhere it probably does exist if we really don't want to make it up ourselves. This edition is probably the most complex. It's the one that offers the closest march along side reality at one end and on the other, the highst realm of fantasy, alowing you to even march into partial or full godhood and continue to play. We can explore the realms of our deepest fears, fantasies or realities. We no longer have to be blind. We got back our Devils and Assassin Class and more. Good? Evil? These are now our characters quandries and are as powerful as any monster that we've cast a spell at or struck with a weapon. The feel? different then the other editions. At first we were kinda lost and making it all up as we went along with a basic sub-set of rules...then we were introduced to balance and a sense of histories and ages and myriad of worlds...and finally, we have been introduced into infinite possibility, to which only the boundries of your groups imagination will stop you. All in all, I think it was very progressive...and we learned from each edition. I'll go so far as to say, chainmail? taught us about fantasy in wargaming. Basic, Intermediate, Expert and Immortals Boxed editions played a part as well...it taught us to imagine ourselves in the fantasy world, more indepth then in wargaming...and taught us that even if we become gods, the adventure doesn't have to stop. Thanks for reading my lengthy post. [/QUOTE]
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