Infernal Teddy
Explorer
My simpler than PF System would be Savage Worlds, or AFF. MAYBE Rolemaster. Not AD&D
Not by much tbh. You're saying "You can ignore the rules" - which isn't the same as saying they aren't there. Especially not for the purposes of people fresh to the system. Generally I divide players into two groups with respect to system mastery: Those who want to master the system and those who want to just know enough to be able to play.For the would be system masters, 2e is a minor nightmare and is actively harder and rules heavier than 3.X or 4e. Even before you take into account that you almost have to houserule it - it was from this perspective I wrote about the rules heaviness.Neonchameleon: 2ed is hardly my edition of choice but I think you're overstating how complicated it is. My brother ran a 2ed campaign when he was still having trouble with his multiplication tables and it went fine because:
Yet, what do they bring back as part of their playtest: The Keep on the Borderlands, a module from the "Golden Age."
Does this meant that d20 gamers are in a cultural dark age? I'm leaning toward 'yes,' but I'm not entirely convinced, which is why I posed the question.
I can answer the part about why B2 is being used for the play test, the module is a really good one.
Not by much tbh. You're saying "You can ignore the rules" - which isn't the same as saying they aren't there. Especially not for the purposes of people fresh to the system. Generally I divide players into two groups with respect to system mastery: Those who want to master the system and those who want to just know enough to be able to play.For the would be system masters, 2e is a minor nightmare and is actively harder and rules heavier than 3.X or 4e. Even before you take into account that you almost have to houserule it - it was from this perspective I wrote about the rules heaviness.
For those who want to just know enough to be able to play, it might be easier to teach than 3.X or 4e. I'm dubious as you have your own terminology there like THAC0 and the saves - and it certainly is harder to mess up character creation. It might be easier from a standing start. But this group of people already generally knows one of the more modern versions of D&D and it's making them learn a whole new system (which they have little interest in) for a result that isn't significantly different from what they already know - so it's pointless additional overhead as they don't fundamentally care.
This would be the period where TSR was run by Lorraine Williams who openly disdained gamers? The period when they bought Gygax's Dangerous Journeys and shelved it permanently to take out the competition? The period in which it was commonly known as T$R with buisness practices that would make WotC blush? The period when TSR was working on a Buck Rogers RPG specifically because she owned the license? A period in which TSR released over 600 books in 9 years extruding products like the Complete Book of Elves and attempting to monetise that ... failed because TSR neither knew nor cared what the players wanted to play. There was some very good stuff buried amongst all the crap but that's because there were many minds at work - and everyone has a few good ideas. If you want a time of creativity that puts that period of D&D to shame, look at the early days of 3E - when the OGL was allowing literally everyone to publish their own take on D&D.
conclave27 said:I think the issue is the separation of 2E as a time period of gaming versus the diabolical business practices of the parent company and its reputation. The same argument can be made for the rescuers of the genre of WOTC and Hasbro. I am well aware you are familiar with their drama, its draconian measures, its Cease and Desist orders to fandom, and its treatment of its creative talent.