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<blockquote data-quote="Pierce_Inverarity" data-source="post: 1615055" data-attributes="member: 14362"><p>I have to agree with DB. I'm in the same general age group and for me the big difference is not the rules per se, though the rules are much more consistent now, as much as it's the way D&D is played. </p><p> </p><p>We didn't have computer games, so we came from background of reading fantasy novels and wargaming. It does often seem like there are a lot of groups who play the game as if it's a Computer based rpg; running from room to room, killing the baddies, taking loot, leveling up. I do crave a game that feels a little more real, but I don't know how real you can ever make a game where your power is proportional to how many things you've killed. I have hard a time believing in my "good" character who robs every corpse he comes across. </p><p> </p><p>I guess that would be a good place to start, more guidelines for experience and advancement without killing and grave-robbing. The point about imposing consequences, especially societal, for actions is another good one. It's easier for me to believe things when the DM has the town smith look at me with an evil stare because he recognizes the sword I just tried to trade him. Unfortunately this can also take the fun out things. I mean, after you slaughter the orcs, it's not pleasant to run across all the orphans you just made. Still, I think things have swung too far away from believability.</p></blockquote><p></p>
[QUOTE="Pierce_Inverarity, post: 1615055, member: 14362"] I have to agree with DB. I'm in the same general age group and for me the big difference is not the rules per se, though the rules are much more consistent now, as much as it's the way D&D is played. We didn't have computer games, so we came from background of reading fantasy novels and wargaming. It does often seem like there are a lot of groups who play the game as if it's a Computer based rpg; running from room to room, killing the baddies, taking loot, leveling up. I do crave a game that feels a little more real, but I don't know how real you can ever make a game where your power is proportional to how many things you've killed. I have hard a time believing in my "good" character who robs every corpse he comes across. I guess that would be a good place to start, more guidelines for experience and advancement without killing and grave-robbing. The point about imposing consequences, especially societal, for actions is another good one. It's easier for me to believe things when the DM has the town smith look at me with an evil stare because he recognizes the sword I just tried to trade him. Unfortunately this can also take the fun out things. I mean, after you slaughter the orcs, it's not pleasant to run across all the orphans you just made. Still, I think things have swung too far away from believability. [/QUOTE]
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