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How has D&D changed over the decades?
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<blockquote data-quote="Willie the Duck" data-source="post: 8591152" data-attributes="member: 6799660"><p>If you look at oD&D (and here you are going to have to give a lot of leeway to accepting how it was actually supposedly played by EGG and crew and was communicated to people who learned from them, etc., because yeah, the printed product has issues), it is a fairly reasonable, relatively coherent little game that works very well within the expected ranges and for the expected purposes. It uses a lot of charts and arbitrary number (xp to level-up, for instance) that exist because playtest* suggested those would work well, but that was pretty similar to lots of wargames. oD&D worked. It's really the impulse to push and expand and add to the thing without being able to- 1) do the same level of exhaustive testing, and 2) go back and rethink base principles and whether they were still appropriate- that I think is where the game started to feel a lot more disconnected and incoherent in design than the wargames of the time.</p><p><span style="font-size: 9px"><em>*and oD&D did have plenty of playtest</em></span></p><p></p><p></p><p></p><p>There's no one right to this. An expanded vocabulary is beneficial -- provided it is used and developed-upon and eventually translates into becoming a better oral or written communicator. Just being a kid in class that knew a word the teacher didn't... well, what did one then do with it? In too many cases, I've found, it just made D&D kids over the years be 'that guy's (you know the ones) and perhaps more time learning to navigate through life instead would have been a better lesson. Much like the question of does Little Johnny (/Jane) the nerdy kid have too high or too low self-esteem (possibly both), it's going to be dependent on all the other factors of childhood development and socialization.</p><p></p><p></p><p>What a sagacious response. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8591152, member: 6799660"] If you look at oD&D (and here you are going to have to give a lot of leeway to accepting how it was actually supposedly played by EGG and crew and was communicated to people who learned from them, etc., because yeah, the printed product has issues), it is a fairly reasonable, relatively coherent little game that works very well within the expected ranges and for the expected purposes. It uses a lot of charts and arbitrary number (xp to level-up, for instance) that exist because playtest* suggested those would work well, but that was pretty similar to lots of wargames. oD&D worked. It's really the impulse to push and expand and add to the thing without being able to- 1) do the same level of exhaustive testing, and 2) go back and rethink base principles and whether they were still appropriate- that I think is where the game started to feel a lot more disconnected and incoherent in design than the wargames of the time. [SIZE=1][I]*and oD&D did have plenty of playtest[/I][/SIZE] There's no one right to this. An expanded vocabulary is beneficial -- provided it is used and developed-upon and eventually translates into becoming a better oral or written communicator. Just being a kid in class that knew a word the teacher didn't... well, what did one then do with it? In too many cases, I've found, it just made D&D kids over the years be 'that guy's (you know the ones) and perhaps more time learning to navigate through life instead would have been a better lesson. Much like the question of does Little Johnny (/Jane) the nerdy kid have too high or too low self-esteem (possibly both), it's going to be dependent on all the other factors of childhood development and socialization. What a sagacious response. :p [/QUOTE]
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