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Have We Lost Our Way? Two masters on combat and alignment
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<blockquote data-quote="Ourph" data-source="post: 1619508" data-attributes="member: 20239"><p>Hey Dru, don't feel bad, from what I know a lot of people were in the same boat at age 12, me included. A thread at DF (in the Classic D&D forum) brought up an interesting point.</p><p></p><p>Basic D&D was a perfect intro game for kids just getting into RPGs. It contained most of the core concepts of AD&D, but left out a lot of the details while simplifying and streamlining some of the systems. If you played and got to understand Basic really well, moving to AD&D was a lot less confusing. It also meant you were better prepared to pick and choose which parts of AD&D you wanted to use, because you had a stripped down version of the game to compare the advanced version to.</p><p></p><p>Unfortunately, a lot of kids either skipped Basic or graduated too soon. A lot of this can be blamed on the way TSR marketed the two games. The general point of view was that Basic was a "kids game" and "advanced" meant "better". What 12 year old thinks he needs to play a "kids game"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>If TSR had done a better job of explaining that Basic D&D was the stripped down, easy to learn, easy to teach, easy to tweak version of the game and AD&D was the more complex version for people who liked more "crunch" (in much the same way that SJG markets GURPS and GURPS-lite), I think a lot of people who were confused by the various rules and organization of AD&D might have made the choice to start with or stick with Basic.</p><p></p><p>If current D&D has "lost its way" in any form, it's in making the same mistake as TSR when it comes to an intro game for the hobby. It's taken 4 years to bring a "Basic" game to the market, and instead of being a stripped down version of the game, its more or less a "starter kit". Starter kits have their place, but they're not a replacement for having a less "crunchy" alternative (IMO).</p></blockquote><p></p>
[QUOTE="Ourph, post: 1619508, member: 20239"] Hey Dru, don't feel bad, from what I know a lot of people were in the same boat at age 12, me included. A thread at DF (in the Classic D&D forum) brought up an interesting point. Basic D&D was a perfect intro game for kids just getting into RPGs. It contained most of the core concepts of AD&D, but left out a lot of the details while simplifying and streamlining some of the systems. If you played and got to understand Basic really well, moving to AD&D was a lot less confusing. It also meant you were better prepared to pick and choose which parts of AD&D you wanted to use, because you had a stripped down version of the game to compare the advanced version to. Unfortunately, a lot of kids either skipped Basic or graduated too soon. A lot of this can be blamed on the way TSR marketed the two games. The general point of view was that Basic was a "kids game" and "advanced" meant "better". What 12 year old thinks he needs to play a "kids game"? :D If TSR had done a better job of explaining that Basic D&D was the stripped down, easy to learn, easy to teach, easy to tweak version of the game and AD&D was the more complex version for people who liked more "crunch" (in much the same way that SJG markets GURPS and GURPS-lite), I think a lot of people who were confused by the various rules and organization of AD&D might have made the choice to start with or stick with Basic. If current D&D has "lost its way" in any form, it's in making the same mistake as TSR when it comes to an intro game for the hobby. It's taken 4 years to bring a "Basic" game to the market, and instead of being a stripped down version of the game, its more or less a "starter kit". Starter kits have their place, but they're not a replacement for having a less "crunchy" alternative (IMO). [/QUOTE]
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