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<blockquote data-quote="Snarf Zagyg" data-source="post: 8248601" data-attributes="member: 7023840"><p>I appreciate the attempt! Of course, this is the internet, and by posting something, you will get those who disagree with what you wrote, those who disagree with you while ignoring what you wrote, and those who just want to argue ... because, hey, #winning.</p><p></p><p>When it comes to the older games (the first generation), it is interesting to look back at them and how I reacted to them at the time, as opposed to now. There was a period (we can call it the 80s) when I used to think that, for the most part, increasing rules density and expansion was the hallmark of good game design- after all, B/X was simple, and Advanced D&D was, well, Advanced. More stuff, more advanced.</p><p></p><p>I wanted to be ADVANCED! Who wants to be ... basic. YA BASIC!</p><p></p><p>And yet, looking back, I truly appreciate the simplicity of systems that people designed back then. Star Frontiers instead of Traveler - and my, the incredibly fast and simple Knight Hawks space battles. The ease of Gamma World 1e. The fast pace of Paranoia. The quick games in Ghostbusters. The simplicity of resolving action using Marvel FASERIP. And, of course, how well Moldvay and Cook wrote the B/X set. Just genius!</p><p></p><p>I'd contrast that to the games that just didn't work out. Like GURPS. Or Phoenix Command. Living Steel. Rolemaster. Ars Magica (1e). There was a tendency to add more and more complexity.</p><p></p><p>I realize that I just kept adding table tricks to streamline my own play of 1e; it was very much a DIY creation that evolved over time to move away from rules that obstructed the flow of the game. </p><p></p><p>So, yes, I join you in celebrating the classics of that time! I do hope that there is an <u>official</u> release of Gamma World and Star Frontiers at some point under the 5e system, but I do find it distasteful that so many people have to pile on you and lecture you because you had the temerity to suggest you enjoyed Gamma World 1e.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8248601, member: 7023840"] I appreciate the attempt! Of course, this is the internet, and by posting something, you will get those who disagree with what you wrote, those who disagree with you while ignoring what you wrote, and those who just want to argue ... because, hey, #winning. When it comes to the older games (the first generation), it is interesting to look back at them and how I reacted to them at the time, as opposed to now. There was a period (we can call it the 80s) when I used to think that, for the most part, increasing rules density and expansion was the hallmark of good game design- after all, B/X was simple, and Advanced D&D was, well, Advanced. More stuff, more advanced. I wanted to be ADVANCED! Who wants to be ... basic. YA BASIC! And yet, looking back, I truly appreciate the simplicity of systems that people designed back then. Star Frontiers instead of Traveler - and my, the incredibly fast and simple Knight Hawks space battles. The ease of Gamma World 1e. The fast pace of Paranoia. The quick games in Ghostbusters. The simplicity of resolving action using Marvel FASERIP. And, of course, how well Moldvay and Cook wrote the B/X set. Just genius! I'd contrast that to the games that just didn't work out. Like GURPS. Or Phoenix Command. Living Steel. Rolemaster. Ars Magica (1e). There was a tendency to add more and more complexity. I realize that I just kept adding table tricks to streamline my own play of 1e; it was very much a DIY creation that evolved over time to move away from rules that obstructed the flow of the game. So, yes, I join you in celebrating the classics of that time! I do hope that there is an [U]official[/U] release of Gamma World and Star Frontiers at some point under the 5e system, but I do find it distasteful that so many people have to pile on you and lecture you because you had the temerity to suggest you enjoyed Gamma World 1e. [/QUOTE]
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