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How did pre-3E D&D "play"?
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<blockquote data-quote="thedungeondelver" data-source="post: 4448307" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I'm a little fuzzy on what you mean by "how did/does it play" but this:</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Clumsy pastiche of pop culture, pulp fiction and mythology.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">is pretty much <em>every</em> FRPG. As soon as you start throwing in big fire breathing flying reptiles, pig-faced dudes who have no inclination except to be bad, guys who memorize formulas from a book and as a result can melt steel and cause 10x10x10 blocks of stone to literally wink out of existence, you have a "clumsy pastiche of..." etc. But the dig is noted nonetheless.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">also: "everyone had house rules", again, you're talking about virtually all RPGs, not just fantasy ones, right there. I have yet to find a game master who didn't have something, some<em>thing</em> in the game that they didn't handwave.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">At any rate...<strong>AD&D</strong> for me, plays like a fantasy combat simulator with very cool and immersive role-play elements provided by myself and the players to the best of our own abilities rather than having them defined by the rules. "Is the king lying?" "Let me repeat what the king said - <em>you</em> tell <em>me</em> if you think your character thinks the king is lying." versus "Is the king lying?" "Give me a <em>sense motive</em> roll."</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Is it about the DM being an adversary? Of course! I'm the foeman, the villian, the cold, implacable universe to which there is no appealing nor call for succor. When the characters win, they've defeated a mighty opponent who tried at every turn to best them and they still won. I don't go in for "participatory storytelling".</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">I guess that right there defines it for me. I challenge the players characters (and therefore indirectly the players themselves) to the best of my ability. It's the way they want to game, and the way I want to game. If I lighten up and let situations slide, let them win without a real challenge...then it cheapens the whole game experience and we have less fun.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 4448307, member: 34865"] [font=century gothic] I'm a little fuzzy on what you mean by "how did/does it play" but this: Clumsy pastiche of pop culture, pulp fiction and mythology. is pretty much [I]every[/I] FRPG. As soon as you start throwing in big fire breathing flying reptiles, pig-faced dudes who have no inclination except to be bad, guys who memorize formulas from a book and as a result can melt steel and cause 10x10x10 blocks of stone to literally wink out of existence, you have a "clumsy pastiche of..." etc. But the dig is noted nonetheless. also: "everyone had house rules", again, you're talking about virtually all RPGs, not just fantasy ones, right there. I have yet to find a game master who didn't have something, some[I]thing[/I] in the game that they didn't handwave. At any rate...[B]AD&D[/B] for me, plays like a fantasy combat simulator with very cool and immersive role-play elements provided by myself and the players to the best of our own abilities rather than having them defined by the rules. "Is the king lying?" "Let me repeat what the king said - [I]you[/I] tell [I]me[/I] if you think your character thinks the king is lying." versus "Is the king lying?" "Give me a [I]sense motive[/I] roll." Is it about the DM being an adversary? Of course! I'm the foeman, the villian, the cold, implacable universe to which there is no appealing nor call for succor. When the characters win, they've defeated a mighty opponent who tried at every turn to best them and they still won. I don't go in for "participatory storytelling". I guess that right there defines it for me. I challenge the players characters (and therefore indirectly the players themselves) to the best of my ability. It's the way they want to game, and the way I want to game. If I lighten up and let situations slide, let them win without a real challenge...then it cheapens the whole game experience and we have less fun. :) [/font] [/QUOTE]
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