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<blockquote data-quote="pemerton" data-source="post: 9750056" data-attributes="member: 42582"><p>Agreed. It seems like a concession to the sorts of approach that Pulsipher criticises. I think it's interesting in that it shows that Gygax/TSR was aware of this variety of approaches to play as early as 1978.</p><p></p><p>Interesting point.</p><p></p><p>I think that there are differences between Gygax's PHB and DMG which reflect developments in his thinking over time - this is (again) consistent with the fact that the hobby was growing and changing quickly from its inception.</p><p></p><p>The starkest example, in my opinion, is the DMG advice on "living" dungeons that react "logically" to PC incursions. If this advice is applied literally, then the advice in Successful Adventures becomes much less apposite, as that (latter) advice depends on the dungeon being relatively static, such that exploration/scouting will generate knowledge that can then, subsequently, be used to plan a successful raid. If the dungeon environment changes in response to the initial incursion, that makes the raid much harder to plan, and more hostage to the sort of unpredictability that Pulsipher warns against.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9750056, member: 42582"] Agreed. It seems like a concession to the sorts of approach that Pulsipher criticises. I think it's interesting in that it shows that Gygax/TSR was aware of this variety of approaches to play as early as 1978. Interesting point. I think that there are differences between Gygax's PHB and DMG which reflect developments in his thinking over time - this is (again) consistent with the fact that the hobby was growing and changing quickly from its inception. The starkest example, in my opinion, is the DMG advice on "living" dungeons that react "logically" to PC incursions. If this advice is applied literally, then the advice in Successful Adventures becomes much less apposite, as that (latter) advice depends on the dungeon being relatively static, such that exploration/scouting will generate knowledge that can then, subsequently, be used to plan a successful raid. If the dungeon environment changes in response to the initial incursion, that makes the raid much harder to plan, and more hostage to the sort of unpredictability that Pulsipher warns against. [/QUOTE]
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