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General Tabletop Discussion
*Dungeons & Dragons
For 4vengers: What is your preferred fallback edition?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6708642" data-attributes="member: 82106"><p>0e or just "Dungeons & Dragons" isn't EXACTLY a supplement to Chainmail. It assumes you HAVE Chainmail (and also a copy of Avalon Hill's Survival game), but it is a game in its own right, and if you didn't have those things you could still play, though you'd have to extrapolate some to work the combat system. In any case the rules were VERY incomplete, sometimes contradictory, had LARGE holes in them, and are highly ambiguous, so making up the missing bits of combat is hardly a major issue. </p><p></p><p>It was largely a 'taught game', you found someone that had played, and that person learned from playing with someone that played in a con with Gary Gygax. Once you actually played, then the 'rules' were just some stuff that made the game convenient for the DM so he didn't have to make up quite as much stuff. It was fun, but invariably people who just bought the books and tried to play came up with some completely different off-the-wall type of game. This is why there were things like the "West Coast D&D" and "East Coast D&D" that weren't even really the same game. Arduin Grimoire was a supplement put out by the west coast players, and we couldn't even understand most of it. </p><p></p><p>Holmes Basic and the first couple of modules cleared up some things and by 1977 when the MM came out there was a fairly standard 'consensus' game, but it wasn't until the DMG was released that it was 100% clear how Gary's version of the game worked to us who didn't actually go to cons (because we were 14 at the time).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6708642, member: 82106"] 0e or just "Dungeons & Dragons" isn't EXACTLY a supplement to Chainmail. It assumes you HAVE Chainmail (and also a copy of Avalon Hill's Survival game), but it is a game in its own right, and if you didn't have those things you could still play, though you'd have to extrapolate some to work the combat system. In any case the rules were VERY incomplete, sometimes contradictory, had LARGE holes in them, and are highly ambiguous, so making up the missing bits of combat is hardly a major issue. It was largely a 'taught game', you found someone that had played, and that person learned from playing with someone that played in a con with Gary Gygax. Once you actually played, then the 'rules' were just some stuff that made the game convenient for the DM so he didn't have to make up quite as much stuff. It was fun, but invariably people who just bought the books and tried to play came up with some completely different off-the-wall type of game. This is why there were things like the "West Coast D&D" and "East Coast D&D" that weren't even really the same game. Arduin Grimoire was a supplement put out by the west coast players, and we couldn't even understand most of it. Holmes Basic and the first couple of modules cleared up some things and by 1977 when the MM came out there was a fairly standard 'consensus' game, but it wasn't until the DMG was released that it was 100% clear how Gary's version of the game worked to us who didn't actually go to cons (because we were 14 at the time). [/QUOTE]
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For 4vengers: What is your preferred fallback edition?
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