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Do we coddle new Players?
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<blockquote data-quote="der_kluge" data-source="post: 2019331" data-attributes="member: 945"><p>I see a difference in mentalities, and in the amount of fluff versus crunch in the rules. 2nd edition brought us things like Faiths and Avatars, and the Legends and Lore - which differed mightily from 1st ed.'s D&Dg which had stats for gods for crying out loud. 2nd editions L&L had no stats for gods, yes stats for avatars, true, but 2nd edition got away from the idea that everything was there to be killed. NPCs in modules had backgrounds, and skills, and personality. NPCs in 1st ed. modules had stat blocks. Sometimes they didn't even have names.</p><p></p><p></p><p></p><p></p><p>Well yea, I can only generalize. There aren't any government funded studies on this kind of stuff to back up my claims, only observations. And yea, they might be invalid. There was a module that I played at GenCon in '02 (I think) which was part of some anniversary boxed set which included a never-before published module. The thing was brutal. We played for 4 hours, and about an hour we spent waiting for the GM to show up, explain the fundamentals, and divvy up characters. So, we only really played for 3 hours. The guy ran it as written, and when we were done, I think half of us survived. And though the ones that died didn't particularly make any bad choices, they died. The module was just written that way. I think even Gygax pointed out once that the early modules were kind of designed with the idea that you were going to go into the dungeon with a dozen or so "red shirts" in order to survive the thing. They (at least WoTC) doesn't really make games like that anymore. So yes, I would say that there has been a shift over time.</p><p></p><p></p><p></p><p></p><p></p><p>See above.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2019331, member: 945"] I see a difference in mentalities, and in the amount of fluff versus crunch in the rules. 2nd edition brought us things like Faiths and Avatars, and the Legends and Lore - which differed mightily from 1st ed.'s D&Dg which had stats for gods for crying out loud. 2nd editions L&L had no stats for gods, yes stats for avatars, true, but 2nd edition got away from the idea that everything was there to be killed. NPCs in modules had backgrounds, and skills, and personality. NPCs in 1st ed. modules had stat blocks. Sometimes they didn't even have names. Well yea, I can only generalize. There aren't any government funded studies on this kind of stuff to back up my claims, only observations. And yea, they might be invalid. There was a module that I played at GenCon in '02 (I think) which was part of some anniversary boxed set which included a never-before published module. The thing was brutal. We played for 4 hours, and about an hour we spent waiting for the GM to show up, explain the fundamentals, and divvy up characters. So, we only really played for 3 hours. The guy ran it as written, and when we were done, I think half of us survived. And though the ones that died didn't particularly make any bad choices, they died. The module was just written that way. I think even Gygax pointed out once that the early modules were kind of designed with the idea that you were going to go into the dungeon with a dozen or so "red shirts" in order to survive the thing. They (at least WoTC) doesn't really make games like that anymore. So yes, I would say that there has been a shift over time. See above. [/QUOTE]
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