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<blockquote data-quote="Plane Sailing" data-source="post: 4008277" data-attributes="member: 114"><p>I don't agree with your premise at all. OD&D onwards was all about the individual RPG experience and since I started D&D in 1975 I've not known anyone who used it as even a slim basis for wargaming (although wargaming still took place amongst my friends and people I knew - there was no overlap).</p><p></p><p>So I can't see your assertion about 1e as being true at all (and it wasn't supported by any of the gaming magazines of the day either, whether The Dragon, White Dwarf or any of the multitude of amature press offerings).</p><p></p><p>During 1e there was the assumption that as your PC grew in power he would become more of a political force in the campaign landscape, and he would accumulate personal power in terms of land and followers as well as in ability to hit things, cast spells and avoid being killed through increased hit points.</p><p></p><p>After doing the research for 3e WotC decided that they wanted to focus on "Back to the dungeon" because that gave the easiest entry for the majority of people. It perhaps isn't a surprise that the sub-level 10 gaming experience is widely considered in online communities some of the most satisfying; It seems certain that less testing in all kinds of ways was done at the higher levels. I very much doubt that their research was detailed enough to say "interest in building strongholds has waned". We know that the research showed that the plethora of settings was bad for business and I'd bet that "Back to the dungeon" was just a simple way of cutting the Gordian knot and helping people to recapture the original ethos of those early games of D&D.</p><p></p><p>Stronghold rules never took more than a few pages in the DMG and a few column inches in the PHB anyway; I'd guess that excepting Planescape campaigns there were a lot more adventures which ended up using castles than using outer planes, yet quite a few pages got devoted to outer planes in the 3.5e DMG (something that I'm certainly happy WAS included).</p><p></p><p>So I stand by my assertion - if basic rules are provided, then those people that want to use them find it easy to use them, and people who are not interested will gloss over them and not use them (how much of the DMG really sees regular use anyway?)</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4008277, member: 114"] I don't agree with your premise at all. OD&D onwards was all about the individual RPG experience and since I started D&D in 1975 I've not known anyone who used it as even a slim basis for wargaming (although wargaming still took place amongst my friends and people I knew - there was no overlap). So I can't see your assertion about 1e as being true at all (and it wasn't supported by any of the gaming magazines of the day either, whether The Dragon, White Dwarf or any of the multitude of amature press offerings). During 1e there was the assumption that as your PC grew in power he would become more of a political force in the campaign landscape, and he would accumulate personal power in terms of land and followers as well as in ability to hit things, cast spells and avoid being killed through increased hit points. After doing the research for 3e WotC decided that they wanted to focus on "Back to the dungeon" because that gave the easiest entry for the majority of people. It perhaps isn't a surprise that the sub-level 10 gaming experience is widely considered in online communities some of the most satisfying; It seems certain that less testing in all kinds of ways was done at the higher levels. I very much doubt that their research was detailed enough to say "interest in building strongholds has waned". We know that the research showed that the plethora of settings was bad for business and I'd bet that "Back to the dungeon" was just a simple way of cutting the Gordian knot and helping people to recapture the original ethos of those early games of D&D. Stronghold rules never took more than a few pages in the DMG and a few column inches in the PHB anyway; I'd guess that excepting Planescape campaigns there were a lot more adventures which ended up using castles than using outer planes, yet quite a few pages got devoted to outer planes in the 3.5e DMG (something that I'm certainly happy WAS included). So I stand by my assertion - if basic rules are provided, then those people that want to use them find it easy to use them, and people who are not interested will gloss over them and not use them (how much of the DMG really sees regular use anyway?) Cheers [/QUOTE]
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