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<blockquote data-quote="Ilbranteloth" data-source="post: 7754292" data-attributes="member: 6778044"><p>I’d agree I don’t understand your point, but that’s ok. And no, I didn’t take it as an attack. I guess I just think it’s simpler than that. Im not really sure what you mean that the mechanical legacy is at odds with the play experience. </p><p></p><p>I started following the XP rules, but it was really just a lot of math, and that isn’t my strong suit. Since after doing all the math at the end of an adventure raised us 1 level, it just seemed to make sense to skip the math bit. </p><p></p><p>It didn’t seem to change the way the game played at all. I suppose you could say we were still following the XP system, but as [MENTION=29398]Lanefan[/MENTION] pointed out, AD&D didn’t have symmetrical leveling. We more or less did, but since we had new characters coming in fairly frequently, we did have parties of different level characters. </p><p></p><p>So I’m not sure how far you’d say we strayed from Gygaxian XP. </p><p></p><p>But my comment was still an objection with the statement that it would “break the game.” It certainly never felt broken. </p><p></p><p>If you’re referring to the style of play of my games being related to whether we use XP or not? I certainly don’t think so. The style of our games was based largely on Ed Greenwood’s articles in Dragon magazine and how we thought his games worked. The Ecology of... articles and the lengthy lore given for things like spell books. There were other authors as well at the time, but he was by far the most influential. Oddly coupled with Tomb of Horrors, Keep on the Borderlands, Forgotten Temple of Tharizdun, Lost Caverns of Tsojcanth, Descent into the Depths of the Earth, Village of Hommlet, and Queen of the Demonweb Pits as my models for dungeon and adventure design. Somehow we skipped Vault of the Drow.</p><p></p><p>We loved the wilderness sections, the town sections, I think we must have spent three or four sessions in the keep before ever heading out to the wilderness. And several more there (this was back in the day when we could do marathon sessions several times a week...) </p><p></p><p>Most of the adventures were homebrew, but those probably influenced me the most. Of course we played nearly every adventure that came out (except the Vault...).</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7754292, member: 6778044"] I’d agree I don’t understand your point, but that’s ok. And no, I didn’t take it as an attack. I guess I just think it’s simpler than that. Im not really sure what you mean that the mechanical legacy is at odds with the play experience. I started following the XP rules, but it was really just a lot of math, and that isn’t my strong suit. Since after doing all the math at the end of an adventure raised us 1 level, it just seemed to make sense to skip the math bit. It didn’t seem to change the way the game played at all. I suppose you could say we were still following the XP system, but as [MENTION=29398]Lanefan[/MENTION] pointed out, AD&D didn’t have symmetrical leveling. We more or less did, but since we had new characters coming in fairly frequently, we did have parties of different level characters. So I’m not sure how far you’d say we strayed from Gygaxian XP. But my comment was still an objection with the statement that it would “break the game.” It certainly never felt broken. If you’re referring to the style of play of my games being related to whether we use XP or not? I certainly don’t think so. The style of our games was based largely on Ed Greenwood’s articles in Dragon magazine and how we thought his games worked. The Ecology of... articles and the lengthy lore given for things like spell books. There were other authors as well at the time, but he was by far the most influential. Oddly coupled with Tomb of Horrors, Keep on the Borderlands, Forgotten Temple of Tharizdun, Lost Caverns of Tsojcanth, Descent into the Depths of the Earth, Village of Hommlet, and Queen of the Demonweb Pits as my models for dungeon and adventure design. Somehow we skipped Vault of the Drow. We loved the wilderness sections, the town sections, I think we must have spent three or four sessions in the keep before ever heading out to the wilderness. And several more there (this was back in the day when we could do marathon sessions several times a week...) Most of the adventures were homebrew, but those probably influenced me the most. Of course we played nearly every adventure that came out (except the Vault...). [/QUOTE]
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