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<blockquote data-quote="Kannik" data-source="post: 5060208" data-attributes="member: 984"><p>For myself, what I found most striking about the quotes were:</p><p></p><ul> <li data-xf-list-type="ul">How the game styles of certain DMs I’ve played with tie in or don’t tie in with the advice. For example, while DM fiat and authority is mentioned on the player’s end, it also directs the DM to recognize that wonton fiat and destruction makes for a very poor game. Even certain rules/conventions should be forgone if it makes for a less fun experience!<br /> </li> <li data-xf-list-type="ul">That even from the get go (A)D&D was seen as a gamist system, and not a simulationist one. Design was done to function as an adventure enabler.<br /> </li> <li data-xf-list-type="ul">That even from the get to (A)D&D was interested in game balance (even if that balance was set within a certain framework/mindset, ie, mages should be uber powerful at high levels and weak at low levels).<br /> </li> <li data-xf-list-type="ul">That the description of Hit Points is one of the most effective ever, even despite (or perhaps because of) the snarky nature of the sentence that begins “it is ridiculous to assume...”<br /> </li> <li data-xf-list-type="ul">That players are advised on certain things that are argued will make it a better game for all.<br /> </li> <li data-xf-list-type="ul">That for the purposes of ‘tradition’ we end up with fun Order of the Stick comics. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></li> </ul><p></p><p>Reading this over the break was one of the greatest “accidents” I’ve had in a long time – it really offered up new perspective to me and grounding in how the game was actually envisioned.</p></blockquote><p></p>
[QUOTE="Kannik, post: 5060208, member: 984"] For myself, what I found most striking about the quotes were: [LIST] [*]How the game styles of certain DMs I’ve played with tie in or don’t tie in with the advice. For example, while DM fiat and authority is mentioned on the player’s end, it also directs the DM to recognize that wonton fiat and destruction makes for a very poor game. Even certain rules/conventions should be forgone if it makes for a less fun experience! [*]That even from the get go (A)D&D was seen as a gamist system, and not a simulationist one. Design was done to function as an adventure enabler. [*]That even from the get to (A)D&D was interested in game balance (even if that balance was set within a certain framework/mindset, ie, mages should be uber powerful at high levels and weak at low levels). [*]That the description of Hit Points is one of the most effective ever, even despite (or perhaps because of) the snarky nature of the sentence that begins “it is ridiculous to assume...” [*]That players are advised on certain things that are argued will make it a better game for all. [*]That for the purposes of ‘tradition’ we end up with fun Order of the Stick comics. :P [/LIST] Reading this over the break was one of the greatest “accidents” I’ve had in a long time – it really offered up new perspective to me and grounding in how the game was actually envisioned. [/QUOTE]
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