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Has D&D become too...D&Dish?
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<blockquote data-quote="Garnfellow" data-source="post: 2903523" data-attributes="member: 1223"><p>I think the biggest difficulty in having a discussion like this is trying to pin down what the game “really” used to be like. What do you use to contrast against what the game is like now?</p><p></p><p>If your only experience of 1st edition came from reading the DMG, you would be well within your rights to think that magic items in a D&D campaign should be exceedingly rare and wonderful, that treasure and new PC powers were to be meted out slowly, deliberately, and with utmost restraint.</p><p></p><p>Conversely, if your only experience came from reading through the classic G-D-Q series of modules, it would be only natural for you to conclude that magic and treasure are rather common, that levels should be piled on steadily and quickly, and that minor artifacts could conceivably be found hidden underneath piles of dirty socks or in buckets of fireplace ashes.</p><p></p><p>Second edition had a similar schizophrenia. The description of an ideal game in the DMG (heavy role-playing, limited magic) never really matched up with the published adventures or campaign settings. </p><p></p><p>To my mind, the reams of advice given in the 1st and 2nd edition DMGs were always at odd with the fundamental nature of the game engine itself. The system was always constructed to support and reward the steadily increasing acquisition of PC power and abilities. Why fight this core mechanical foundation?</p><p></p><p>By failing to acknowledge the fundamental nature of the game, these older editions were unable to adequately address balance issues – which ironically led to more unbalanced campaigns. DMs were given a lot of general advice but almost no quantifiable tools or metrics to help keep their games in check.</p><p></p><p>To my mind, the third edition designers rightfully embraced the way the vast majority of players actually played the game. As such, they could build realistic, usable checks and balances into the system—quantifiable tools that a DM could really use like the wealth by level guidelines. </p><p></p><p>As a result, while I think all editions of the game have their virtues, 3e is easily the best mechanically balanced and designed version. I don’t think D&D has become too D&Dish – I think it’s just embraced what it always has been</p><p></p><p>I’m currently running a retro 3.5e campaign that started with a conversion of module B1, moved to the Keep on the Borderlands, eventually wound up on the Isle of Dread. We’ve run through G1, G2, and now the PCs are battling their way through Snurre’s Hall. And while YMMV, I’ve got to say that throughout this entire campaign, the look and feel of the game has been remarkably similar to what it was “back in the day.” Except now, the encounters and the rewards are much better balanced, and we’re having far less arguments over the rules. In short, we’re having a lot more fun.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2903523, member: 1223"] I think the biggest difficulty in having a discussion like this is trying to pin down what the game “really” used to be like. What do you use to contrast against what the game is like now? If your only experience of 1st edition came from reading the DMG, you would be well within your rights to think that magic items in a D&D campaign should be exceedingly rare and wonderful, that treasure and new PC powers were to be meted out slowly, deliberately, and with utmost restraint. Conversely, if your only experience came from reading through the classic G-D-Q series of modules, it would be only natural for you to conclude that magic and treasure are rather common, that levels should be piled on steadily and quickly, and that minor artifacts could conceivably be found hidden underneath piles of dirty socks or in buckets of fireplace ashes. Second edition had a similar schizophrenia. The description of an ideal game in the DMG (heavy role-playing, limited magic) never really matched up with the published adventures or campaign settings. To my mind, the reams of advice given in the 1st and 2nd edition DMGs were always at odd with the fundamental nature of the game engine itself. The system was always constructed to support and reward the steadily increasing acquisition of PC power and abilities. Why fight this core mechanical foundation? By failing to acknowledge the fundamental nature of the game, these older editions were unable to adequately address balance issues – which ironically led to more unbalanced campaigns. DMs were given a lot of general advice but almost no quantifiable tools or metrics to help keep their games in check. To my mind, the third edition designers rightfully embraced the way the vast majority of players actually played the game. As such, they could build realistic, usable checks and balances into the system—quantifiable tools that a DM could really use like the wealth by level guidelines. As a result, while I think all editions of the game have their virtues, 3e is easily the best mechanically balanced and designed version. I don’t think D&D has become too D&Dish – I think it’s just embraced what it always has been I’m currently running a retro 3.5e campaign that started with a conversion of module B1, moved to the Keep on the Borderlands, eventually wound up on the Isle of Dread. We’ve run through G1, G2, and now the PCs are battling their way through Snurre’s Hall. And while YMMV, I’ve got to say that throughout this entire campaign, the look and feel of the game has been remarkably similar to what it was “back in the day.” Except now, the encounters and the rewards are much better balanced, and we’re having far less arguments over the rules. In short, we’re having a lot more fun. [/QUOTE]
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