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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How about a little love for AD&D 1E
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<blockquote data-quote="ilgatto" data-source="post: 8960553" data-attributes="member: 86051"><p>Once we got into the whole gaming scene, all kinds of people started appearing who were advocating using other rule systems, so I did play most of the games available at the time. <em>Gamma World, Runequest, Traveller, Pendragon, <s>STURPS</s> GURPS,</em> heck, even that game of which I always forget the name but which was <em><strong>obviously</strong></em> the inspiration for <em>Magic: The Gathering.</em></p><p></p><p>I soon concluded that all of that wasn't for me for many reasons. For example, I didn't much like playing barbarians who lost their arms the very second they ran into a flaming duck <em>(Runequest);</em> I've lost count of how many time I'e had to roll up new characters for the handful of <em>Gamma World</em> sessions we did because the others had been vaporized by laser fire; and I've always disliked RPGs that more or less "force" one into a role or culture <em>(Bushido, Call of Cthulhu)</em> - I like to be as free as possible when role-playing but that's me, I guess. <em>Traveller</em> did sort of stick, so we used that for some memorable SF adventures, but that was it. </p><p></p><p></p><p></p><p>At risk of turning this into another edition war thread, I will say the following on the later "editions" of the game. First, IMHO, they aren't so much "editions" as different games. Second, I've always rather liked that each class has its own, unique abilities and flavor in 1E/2E. Third, I can't even begin to fathom what "balanced character classes" mean. Why should everybody be able to do the same? I love the fact that you really have to work for your money in 1E/2E before you get out of the danger zone, although I admit that there is probably something wrong with the MU being able to use so few spells at lower levels, which can be especially frustrating in dungeon-based adventures. However, once you do get to, say, level 6, things really start picking up and then the MU is one of the most interesting classes to play IMO. And I think that 1E/2E is the best system for that for many reasons.</p><p></p><p></p><p></p><p>That <em>is</em> a bit of a problem. It can be a <em><strong>bit</strong></em> of a challenge to convince folks used to computer games and D&D editions trying to emulate them that playing a 1st-level MU in 1E who can do single thing and then nothing for 24 hrs can be fun (well, sort of). However, I have found that those of them who did end up at my table were universally taken by the possibilities of 1E/2E ("You mean I can do <em><strong>anything</strong></em> I want?") and the sense of danger it can impart ("Hold on..., you mean I can actually <em>die?").</em> </p><p>Unfortunately, such folks are far and between.</p><p></p><p></p><p>True that. I even have some of these people at my table today, who still believe that some things should work as they decided back then (10-second combat rounds, crossbows should do 300d10 hp damage, that sort of thing). Like you say, many of these folk often haven't got a clue as to what's actually in the rules and, most importantly, why. No disrespect intended, of course. It's just that I'm rather a lot like EGG in that respect.</p><p></p><p></p><p></p><p>It's probably an age thing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ilgatto, post: 8960553, member: 86051"] Once we got into the whole gaming scene, all kinds of people started appearing who were advocating using other rule systems, so I did play most of the games available at the time. [I]Gamma World, Runequest, Traveller, Pendragon, [S]STURPS[/S] GURPS,[/I] heck, even that game of which I always forget the name but which was [I][B]obviously[/B][/I] the inspiration for [I]Magic: The Gathering.[/I] I soon concluded that all of that wasn't for me for many reasons. For example, I didn't much like playing barbarians who lost their arms the very second they ran into a flaming duck [I](Runequest);[/I] I've lost count of how many time I'e had to roll up new characters for the handful of [I]Gamma World[/I] sessions we did because the others had been vaporized by laser fire; and I've always disliked RPGs that more or less "force" one into a role or culture [I](Bushido, Call of Cthulhu)[/I] - I like to be as free as possible when role-playing but that's me, I guess. [I]Traveller[/I] did sort of stick, so we used that for some memorable SF adventures, but that was it. At risk of turning this into another edition war thread, I will say the following on the later "editions" of the game. First, IMHO, they aren't so much "editions" as different games. Second, I've always rather liked that each class has its own, unique abilities and flavor in 1E/2E. Third, I can't even begin to fathom what "balanced character classes" mean. Why should everybody be able to do the same? I love the fact that you really have to work for your money in 1E/2E before you get out of the danger zone, although I admit that there is probably something wrong with the MU being able to use so few spells at lower levels, which can be especially frustrating in dungeon-based adventures. However, once you do get to, say, level 6, things really start picking up and then the MU is one of the most interesting classes to play IMO. And I think that 1E/2E is the best system for that for many reasons. That [I]is[/I] a bit of a problem. It can be a [I][B]bit[/B][/I] of a challenge to convince folks used to computer games and D&D editions trying to emulate them that playing a 1st-level MU in 1E who can do single thing and then nothing for 24 hrs can be fun (well, sort of). However, I have found that those of them who did end up at my table were universally taken by the possibilities of 1E/2E ("You mean I can do [I][B]anything[/B][/I] I want?") and the sense of danger it can impart ("Hold on..., you mean I can actually [I]die?").[/I] Unfortunately, such folks are far and between. True that. I even have some of these people at my table today, who still believe that some things should work as they decided back then (10-second combat rounds, crossbows should do 300d10 hp damage, that sort of thing). Like you say, many of these folk often haven't got a clue as to what's actually in the rules and, most importantly, why. No disrespect intended, of course. It's just that I'm rather a lot like EGG in that respect. It's probably an age thing. :) [/QUOTE]
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