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How has D&D changed over the decades?
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<blockquote data-quote="Professor Murder" data-source="post: 8562401" data-attributes="member: 6991813"><p>On reflection, a big change from when I started to now is the nature of the "fail state" of the game.</p><p></p><p>If you played RAW, earlier editions of the game were much more punishing. Looking at mechanics like Save or Die effects and Level Drain, you could very readily mechanically lose the game. The goal is to have fun, and fun is derived by overcoming the encounters successfully. It is implied that TPKs are "non-fun" because they are the opposite of the win state. Now, many longtime players slap on the nostalgia goggles and have fond memories about the grim, 'ardkore elements of older editions. That is their right certainly, but to be blunt, time has just softened how monotonous and repetitive some of these experiences actually were. See also classic JRPGs and MMORPGS for similar dynamics.</p><p></p><p>Newer design in DnD and really most RPGs identify "having fun" as the win-state. So the rules are more geared to making the game enjoyable to the largest audience possible. That means the game is easier. Less obtuse, less poorly designed math, less mechanical hurdles based on whims rather than actual, thoughtful game design.</p></blockquote><p></p>
[QUOTE="Professor Murder, post: 8562401, member: 6991813"] On reflection, a big change from when I started to now is the nature of the "fail state" of the game. If you played RAW, earlier editions of the game were much more punishing. Looking at mechanics like Save or Die effects and Level Drain, you could very readily mechanically lose the game. The goal is to have fun, and fun is derived by overcoming the encounters successfully. It is implied that TPKs are "non-fun" because they are the opposite of the win state. Now, many longtime players slap on the nostalgia goggles and have fond memories about the grim, 'ardkore elements of older editions. That is their right certainly, but to be blunt, time has just softened how monotonous and repetitive some of these experiences actually were. See also classic JRPGs and MMORPGS for similar dynamics. Newer design in DnD and really most RPGs identify "having fun" as the win-state. So the rules are more geared to making the game enjoyable to the largest audience possible. That means the game is easier. Less obtuse, less poorly designed math, less mechanical hurdles based on whims rather than actual, thoughtful game design. [/QUOTE]
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How has D&D changed over the decades?
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