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Do you prefer your character to be connected or unconnected to the adventure hook?
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<blockquote data-quote="hawkeyefan" data-source="post: 8093288" data-attributes="member: 6785785"><p>Yeah, even the simplest version of D&D is still pretty complex. Many of us have been playing it for so long and it's so well ingrained in our minds that we think of it as easy. But I think back to my earliest days of playing D&D.....which was a mix of AD&D and the Mentzer boxed sets (which we didn't even realize were not meant to be compatible). By the time 2E was rolling out, we were a little better off, but we still used old AD&D material like Assassins and Cavaliers in the new rule set. In short, we were doing a lot of things wrong, per the rules.</p><p></p><p>Not that it mattered. We were having a blast.</p><p></p><p>EDITED TO ADD: I meant to point out that during this time, we were also playing a lot of TSR's Marvel Super Heroes RPG. By comparison, it was a much more straightforward game, and we understood almost all the rules pretty easily. It also had a nice chart on the back of the book that was a great reference during play. I had a couple of players who always pushed for Marvel simply because it was easier to play. They still were willing to play D&D, but certain elements never really made sense to them.</p><p></p><p></p><p></p><p></p><p>Yeah, it's really not that tough to come up with some basics, and use those to inform play. It doesn't need to be formalized, even. Just about any game can include this step. D&D 5E kind of does it with the Traits, Ideals, Bonds, and Flaws, but I don't think that those tend to be all that meaningful. The few times I've played with people other than my regular group, several folks didn't even bother to fill those sections in, and the DM didn't even look at the ones who did take the time.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8093288, member: 6785785"] Yeah, even the simplest version of D&D is still pretty complex. Many of us have been playing it for so long and it's so well ingrained in our minds that we think of it as easy. But I think back to my earliest days of playing D&D.....which was a mix of AD&D and the Mentzer boxed sets (which we didn't even realize were not meant to be compatible). By the time 2E was rolling out, we were a little better off, but we still used old AD&D material like Assassins and Cavaliers in the new rule set. In short, we were doing a lot of things wrong, per the rules. Not that it mattered. We were having a blast. EDITED TO ADD: I meant to point out that during this time, we were also playing a lot of TSR's Marvel Super Heroes RPG. By comparison, it was a much more straightforward game, and we understood almost all the rules pretty easily. It also had a nice chart on the back of the book that was a great reference during play. I had a couple of players who always pushed for Marvel simply because it was easier to play. They still were willing to play D&D, but certain elements never really made sense to them. Yeah, it's really not that tough to come up with some basics, and use those to inform play. It doesn't need to be formalized, even. Just about any game can include this step. D&D 5E kind of does it with the Traits, Ideals, Bonds, and Flaws, but I don't think that those tend to be all that meaningful. The few times I've played with people other than my regular group, several folks didn't even bother to fill those sections in, and the DM didn't even look at the ones who did take the time. [/QUOTE]
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