Greybeards & Grognards 2 "Who Dies" and My Life In Gaming Editions.

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Molonel, lose the snarkiness in this thread please, otherwise I'll have to ask you to bow out of the thread. Please email me if you have any questions about this.

Thanks.
 

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molonel said:
On one part, I was not entirely correct. You can fight OR run away. That's still not "moving silently." It has no utility beyond getting the drop and attacking first, or simply not fighting and going back the way you came. Only a thief can do otherwise.

And that's still silly.

These are the stealth mechanics I'm supposed to be impressed by that it took several people who supposedly know the rules a while to find?

Its a difference in attitude toward play. Modern RPGs (meaning, well, at least anything since Chaosium's BRP system hit the market - maybe earlier) assume that the numbers that you define for your character can define almost everything about your character. Older RPGs (of which 1e AD&D certainly applies) do not. The D&D rules system gave you rules for combat and that was pretty much it. If it didn't apply to combat, it didn't have a rule in the system.

For some folks, this is a great, liberating thing. You have a set of rules for fighting each other, and then out of combat every DM had his own set of rules for how what we would consider "skills" could be resolved. Commonly, this came down to an "is it reasonable" approach to the situation -- if it was something someone could reasonably do, you could do it. If it was unreasonable, you couldn't. And in those occasional situations where you just couldn't tell as a DM if something was reasonable or not, you'd wing it, throw some dice, and make up a result.

For other folks, this kind of DM fiat annoys them. Some DMs are not good at all at adjudicating what is reasonable. Other DMs, used to more traditional wargames or boardgames, took the approach that if there wasn't a rule, you couldn't do it. This is especially the case as the game grew and you ended up with rules for things like "move silently" for thieves. Since there was a rule for how to move silently for thieves and not for anyone else, to some DMs it was obvious that the rules only allowed thieves to move silently. Or to climb walls. Or anything else that a character should "reasonably" be able to do but that the rules didn't explicitly say that the character could do by the rules.

As time passed, a lot of the folks annoyed by the fast and loose approach drifted off into rules sets that supported their preferred style of game play - Runequest, GURPS, etc. And over time D&D grew to pull these ideas into itself -- the proficiency rules in the 1e Dungeoneers Survival Guide, for example, let you explicitly start detailing that your character knew about cooking, or fire building, or whatever. And the rules became more schizophrenic, with 3 different skill systems bolted onto the game when 2e came out (non-weapon proficiencies, weapon proficiencies, and thief skills all treated differently).

3e certainly simplified the mess that 2e refused to clean up, and it supports the dominant form of roleplaying nowadays, which is one where every aspect of your character is outlined on your character sheet. Again, to some folks this is liberating because they always have an answer for any question that comes up -- worst case that answer is "roll a d20 and add an ability bonus". Other folks find the rules horribly constrictive because there ARE rules for everything now and winging it feels like you're breaking the rules or screwing over players somehow. In many ways, the 3e rule set is supporting a completely different style of role playing than older versions of the game were built for.
 

Nice post Jer,

Strangely I started in DnD (in 1979 or 1980) and we just assumed certain classes could do certain things that were not spelled out in the books (basically we kind of winged it; eg fighters could figure out weapon quality, magic-users could read ancient languages etc. We kind of winged it and also used the secondary professions that were listed in the DMG.

Then I somehow started moving in the direction of delineating specific skills, the dungeoneers survival guide went into this, but more importantly, I started playing Rolemaster which became the king of specific skills and skill lists. Vampire used skill lists, DnD 2E had skill lists, pretty much almost every game had this.

I then started playing games like Sorcerer which didnt have skills but had such things as 'Cover' and the guy running the game (and the group) pretty much decided what and how much Cover entails. I have started really liking this simple and basic way of doing things.

I now have obtained the C&C books (i started trying to run 3E and unfortunately it didnt do it for me) and am using the idea of cover with basically the DM with or without help from the group deciding what skills the class covers. I also allowed for some secondary professions from the characters background or if they come organically from play.

So strangely, after all my years of gaming I kind of came full circle. Some of this is that as I have grown older my desire for a crunchy skill heavy game has strongly waned and the desire for simplicity has greatly increased.

Though saying that, I wouldnt mind running Rolemaster again, though my players would go crazy even trying to make a character
 

apoptosis said:
Nice post Jer,

Strangely I started in DnD (in 1979 or 1980) and we just assumed certain classes could do certain things that were not spelled out in the books (basically we kind of winged it; eg fighters could figure out weapon quality, magic-users could read ancient languages etc. We kind of winged it and also used the secondary professions that were listed in the DMG.

Then I somehow started moving in the direction of delineating specific skills, the dungeoneers survival guide went into this, but more importantly, I started playing Rolemaster which became the king of specific skills and skill lists. Vampire used skill lists, DnD 2E had skill lists, pretty much almost every game had this.

Thanks! I started with D&D around 1980 myself, but it was one of the Basic sets, not AD&D. But we did the same things -- dwarves could tell you anything you wanted to know about caves and the things that lived in them. Elves knew about things arcane and ancient history. Magic-users could puzzle out what magic items could do. And everyone could try to sneak past a sleeping dragon, even if the fighter in full plate was going to have to be lucky to do it.

And we had the same progression, though I think it was Runequest and Call of Cthulhu for me that introduced me to the idea of skill lists and everything being a skill instead of Rolemaster. And then about a decade ago a friend re-introduced me to what I was missing with then-current systems when we played Jon Tweet's Over the Edge, where each character only had a handful of things defined and everything else had a default value. It was brilliant, even if all it was really doing was showing me how we actually used to play D&D back in the day.
 

I agree, Jer! But now I'm going to nitpick anyway... (^_^)

Jer said:
The D&D rules system gave you rules for combat and that was pretty much it. If it didn't apply to combat, it didn't have a rule in the system.

Here's a list of some non-combat rules in the c. 1981 edition of D&D (Basic & Expert):

  • encumbrance
  • light
  • reaction rolls
  • morale (as applied to whether retainers stayed with you when you got back to town)
  • opening doors
  • finding traps (by anyone, not just thieves)
  • triggering traps
  • hearing noise (by anyone, not just thieves)
  • finding secret doors
  • the thief skills
  • encounter distance
  • ability score checks
  • getting lost in the wilderness
  • weather & its effect when sailing
  • establishing a stronghold

...& I'm sure I'd find some more if I had the books handy.

Heck, the entire combat section of the encounter chapter is really only...what...about three, maybe four, pages.

Other DMs, used to more traditional wargames or boardgames, took the approach that if there wasn't a rule, you couldn't do it.

Mike Mornard sums up the two approaches as "anything not specifically forbidden is permitted" vs. "anything not specifically permitted is forbidden".

(Although, I hesitate to see these as all-or-nothing categories. Likely, most of us bring a mix of those two approaches to the game.)

I'm not so sure that the "anything not specifically permitted is forbidden" attitude was so prevalent among traditional wargames. Listening to grognard (people who played napoleonics on sand tables) war stories, some of them regularly went beyond the written rules. I'm not sure that much has changed between wargaming & roleplaying.

Jer said:
And we had the same progression, though I think it was Runequest and Call of Cthulhu for me that introduced me to the idea of skill lists and everything being a skill instead of Rolemaster.

I played classic Traveller before I played AD&D. Although it was a skill-based system, they were mostly just bonuses to your rolls rather than strict definitions of what your PC could do. Sure, sometimes we applied the -3 to -5 penalty to a roll for not having an appropriate skill, but that tended to be the exception rather than the rule. Even then, it was just a penalty, not "you can't do that because you don't have the skill". We also interpreted the skills pretty broadly. At least, that's how my group did it.
 
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We started trying to play Burning Wheel, which is a FANTASTIC game. There was too much crunch though, too many rules. It really requires that the players know the rules and game the system to really get the best use out of it. I dont have the NRG for complex systems and my players definitely dont (they love the ease of making Sorcerer characters)

I realized as I have gotten older my gaming habits have definitely changed.

1. I wing rules with no problem. The idea of "Cover" type rules fits in well with this

2. I tinker with the rules with far less care about breaking some balance issues

3. I dont sweat a lot of issues about rules and such that I once would have.

4. I like simplicity. If I add any complexity it will be for a very specific reason

I think myself from 10 years ago would probably not enjoy playing in a game that my present self runs.

Similar to the thread about differences between editions, besides flavor and mechanics based differences in editions, my gaming style is so much different than it used to be that it confounds the issue.


I am happy so far with C&C (equal parts like the rules, the simplicity and frankly the nostalgia I have for AD&D). I use some 3.5E based modifications though for instance:

I allow feats at 1, 5 and 10th level, which we either make up or they use standard ones),
I stole the metamagic feats and made them spells similar to Rary's Spell Enhancer
I made illusionists similar to sorcerers.
I use Torn Asunder (reminds me a bit of Rolemaster), though it breaks my simplicity rule
 

The Shaman said:
"It is always possible to flee from an undesired confrontation if the other party is surprised." - 1e DMG, p. 63, under the heading "Avoiding."

Notice also that 1st edition DMG also has substantial fleeing rules, so it's no guarantee that you'll succeed in getting away from that undesired confrontation even with surprise. You basically get a head-start.
 

Another Perspective

I've played the Holmes Blue Box, B/X, 1e, 2e, 3.0, and 3.5, as well as various other games over the years. I really understand why some people find skill definitions to be restrictive, but I don't think that they have to be.

I tend to think that it was the flavour text of the earlier editions that set the mood, and made players want to play their characters as seperate individuals. 3e worlds with strong enough flavour text can evoke the same reactions now, IMHO.

For example, although I have never played in Eberron, I can easily imagine several characters that I would enjoy playing in that setting. For my home campaign, I included a lot of extra options, and a lot of flavour text, and it makes a significant difference.

Just my $.02.

And to echo apoptosis, that was a heck of a nice post, Jer. Keep up the good work! :D


RC
 

Jer said:
... I started with D&D around 1980 myself, but it was one of the Basic sets, not AD&D. But we did the same things -- dwarves could tell you anything you wanted to know about caves and the things that lived in them. Elves knew about things arcane and ancient history. Magic-users could puzzle out what magic items could do. And everyone could try to sneak past a sleeping dragon, even if the fighter in full plate was going to have to be lucky to do it.

And we had the same progression, though I think it was Runequest and Call of Cthulhu for me that introduced me to the idea of skill lists and everything being a skill instead of Rolemaster. And then about a decade ago a friend re-introduced me to what I was missing with then-current systems when we played Jon Tweet's Over the Edge, where each character only had a handful of things defined and everything else had a default value. It was brilliant, even if all it was really doing was showing me how we actually used to play D&D back in the day.

Similar to apoptosis, I started in 1976-77 with OD&D and just assumed some base knowledge as described. And like you both, we also let anyone try to be stealthy or climb, we just assumed thieves could do it with all sorts of things working against them (like still carrying all their gear). Of course I've also been told this was the wrong way to play, not by the book, not AD&D, etc.

I find it interesting you mention "skill-based" systems as a later development. Maybe I'm wrong on this understanding. Traveller came out in 1978 and is completely skill based and The Fantasy Trip (at least Advanced Melee) came out IIRC in 1978 as well, which was ability-skill based. The class-based approach was pretty much D&D in my recollection.
 

RFisher said:
...

I'm not so sure that the "anything not specifically permitted is forbidden" attitude was so prevalent among traditional wargames. Listening to grognard (people who played napoleonics on sand tables) war stories, some of them regularly went beyond the written rules. I'm not sure that much has changed between wargaming & roleplaying.

...

IME those of us who were wargamers first (counters and hexes) we had the idea "anything not specifically forbidden is permitted," that was the great attraction of RPGs to us. You mean I can try almost anything!

To pull in another thread/recollection. I did find D&D magic much less mysterious than off-board artillery. Getting a Russian radio to work for two turns in a row is truly unpredictable and mysterious. :)
 

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