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Forked Thread: [Ryan Dancey's D&D Death Spiral] - D&D doomed to cult status?
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<blockquote data-quote="Jasperak" data-source="post: 4749367" data-attributes="member: 2487"><p>Both my wife and I and the aforementioned group could be considered "not exactly mainstream." I knew I found the perfect group when one day they said screw D&D lets watch Buckaroo Banzai. I had never seen it before but they said I would enjoy it. I didn't. But I learned a lot about them. I would have never expected these people to enjoy something as off the wall as this acid trip on film. </p><p></p><p>While I don't get this movie we as a collective group do have a lot of tastes in common. It is these differences that made our group a dynamic one in which we would express our different tastes to help broaden our likes and dislikes and it is the these commonalities that hold us together. It is quite a site to see five people trying to do the "dead parrot sketch" from Monty Python.</p><p></p><p>More importantly it was D&D that led me and later my wife to this group, though by no means a glue to hold us together. These people all enjoyed each other's company outside of the game. D&D was no more than a simple pastime for a group of like-minded people from all walks of life. We could have just as easily played Monopoly or Diplomacy or watched the Lord of the Rings movies up in the wide-screen theatre across from the National Zoo in DC. </p><p></p><p>How does this all relate? Well I see it very simply. D&D embraced people that were creative and imaginative, and those that enjoyed SciFi and Fantasy. It always has and it always will, but that is where the similarities stop. </p><p></p><p>The original editions were rules-lite compared to the later editions, meaning those earlier ones were more adaptable than the later ones (IMO) to the different styles of game play. The group I mentioned earlier were far more into storytelling and camaraderie than character building and tactical movement. Their idea of character building was who had the more engaging story to tell. And while the later editions do not preclude these play styles, they are more difficult to allow what with all of the different tactical options and character building questions that come from a metagame standpoint.</p><p></p><p>If the early editions of D&D were subjected to "cult status" then I think it will continue to be. The later editions have only shifted their core audience from what made D&D great in the 70's and 80's to what has made it great well into the 2000's. Neither is better than the other except from one's specific point of view.</p></blockquote><p></p>
[QUOTE="Jasperak, post: 4749367, member: 2487"] Both my wife and I and the aforementioned group could be considered "not exactly mainstream." I knew I found the perfect group when one day they said screw D&D lets watch Buckaroo Banzai. I had never seen it before but they said I would enjoy it. I didn't. But I learned a lot about them. I would have never expected these people to enjoy something as off the wall as this acid trip on film. While I don't get this movie we as a collective group do have a lot of tastes in common. It is these differences that made our group a dynamic one in which we would express our different tastes to help broaden our likes and dislikes and it is the these commonalities that hold us together. It is quite a site to see five people trying to do the "dead parrot sketch" from Monty Python. More importantly it was D&D that led me and later my wife to this group, though by no means a glue to hold us together. These people all enjoyed each other's company outside of the game. D&D was no more than a simple pastime for a group of like-minded people from all walks of life. We could have just as easily played Monopoly or Diplomacy or watched the Lord of the Rings movies up in the wide-screen theatre across from the National Zoo in DC. How does this all relate? Well I see it very simply. D&D embraced people that were creative and imaginative, and those that enjoyed SciFi and Fantasy. It always has and it always will, but that is where the similarities stop. The original editions were rules-lite compared to the later editions, meaning those earlier ones were more adaptable than the later ones (IMO) to the different styles of game play. The group I mentioned earlier were far more into storytelling and camaraderie than character building and tactical movement. Their idea of character building was who had the more engaging story to tell. And while the later editions do not preclude these play styles, they are more difficult to allow what with all of the different tactical options and character building questions that come from a metagame standpoint. If the early editions of D&D were subjected to "cult status" then I think it will continue to be. The later editions have only shifted their core audience from what made D&D great in the 70's and 80's to what has made it great well into the 2000's. Neither is better than the other except from one's specific point of view. [/QUOTE]
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Forked Thread: [Ryan Dancey's D&D Death Spiral] - D&D doomed to cult status?
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