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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="SteveC" data-source="post: 9468579" data-attributes="member: 9053"><p>I would say that the 2E era isn't one I'd look to for a lot of what it was like in the olden days. Those adventures specially introduced plots and stories (not all, but many of them) and that it the antithesis of a 1E adventure. I think of "old school" adventuring as a location that you encounter. There may be elements of a story there, but you're largely able to approach most of the game however you choose. Definitely different from 2E days.</p><p></p><p>And that represented a shift in gaming to a more story-centric approach. A lot of the early attempts were pretty clunky, and needed a good DM to alter things so they made sense for their campaign, but they were the beginnings of a different path.</p><p></p><p>I am not 100% sure where that path led us. Adventure Paths have to be somewhat linear, and I've seen examples of heavy-handed DMing in modern products. It does seem that there is at least an attempt to do something different. And then you have FitD and PbtA games where things are very different (and I'm thinking of the "draw maps, leave blanks," and "play to see what happens" here).</p><p></p><p>For myself, although I may be branded a heretic here, I still say, "if the railroad goes to Awesometown, get me onboard."</p></blockquote><p></p>
[QUOTE="SteveC, post: 9468579, member: 9053"] I would say that the 2E era isn't one I'd look to for a lot of what it was like in the olden days. Those adventures specially introduced plots and stories (not all, but many of them) and that it the antithesis of a 1E adventure. I think of "old school" adventuring as a location that you encounter. There may be elements of a story there, but you're largely able to approach most of the game however you choose. Definitely different from 2E days. And that represented a shift in gaming to a more story-centric approach. A lot of the early attempts were pretty clunky, and needed a good DM to alter things so they made sense for their campaign, but they were the beginnings of a different path. I am not 100% sure where that path led us. Adventure Paths have to be somewhat linear, and I've seen examples of heavy-handed DMing in modern products. It does seem that there is at least an attempt to do something different. And then you have FitD and PbtA games where things are very different (and I'm thinking of the "draw maps, leave blanks," and "play to see what happens" here). For myself, although I may be branded a heretic here, I still say, "if the railroad goes to Awesometown, get me onboard." [/QUOTE]
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