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Flavour First vs Game First - a comparison
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<blockquote data-quote="MerricB" data-source="post: 4460643" data-attributes="member: 3586"><p>Just a couple of notes:</p><p></p><p>In the very early days of D&D, when Gary was playing the system, he was playing it a <em>lot</em>. Daily. If you look at the AD&D DMG, there's a section on keeping track of time. In it, Gary recommends keeping a 1:1 correspondence of 1 day of gaming missed to 1 day of "game" time.</p><p></p><p>There's also a discussion there of a group of five players and what they're doing. They've split up... a lot - gone on quests, etc.</p><p></p><p>For the modern campaign, which is often played once per fortnight, none of that discussion applies very well at all! You've got a bunch of assumptions about game play which may be boiled down to:</p><p></p><p>* very frequent play</p><p>* players having more than one character (henchmen, etc.)</p><p>* solo play (one DM and one player, who may have many characters)</p><p>* lot of dungeoneering and few really narrative plots.</p><p></p><p>In such an environment, things like the "paladin's quest for a mount" are far less significant than in the 1/fortnight play we have today.</p><p></p><p>I feel any discussion on "mechanics or flavour" needs to keep that in mind: the game environment we play D&D in today is not the same as the environment in which it was originally designed.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4460643, member: 3586"] Just a couple of notes: In the very early days of D&D, when Gary was playing the system, he was playing it a [i]lot[/i]. Daily. If you look at the AD&D DMG, there's a section on keeping track of time. In it, Gary recommends keeping a 1:1 correspondence of 1 day of gaming missed to 1 day of "game" time. There's also a discussion there of a group of five players and what they're doing. They've split up... a lot - gone on quests, etc. For the modern campaign, which is often played once per fortnight, none of that discussion applies very well at all! You've got a bunch of assumptions about game play which may be boiled down to: * very frequent play * players having more than one character (henchmen, etc.) * solo play (one DM and one player, who may have many characters) * lot of dungeoneering and few really narrative plots. In such an environment, things like the "paladin's quest for a mount" are far less significant than in the 1/fortnight play we have today. I feel any discussion on "mechanics or flavour" needs to keep that in mind: the game environment we play D&D in today is not the same as the environment in which it was originally designed. Cheers! [/QUOTE]
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