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Is it still D&D?
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<blockquote data-quote="Geron Raveneye" data-source="post: 3798591" data-attributes="member: 2268"><p>Sure, if you want to limit the "experience" of a game to applying the rules and rolling a few dice. And if you want to believe that people are all inherently the same, and thus get the same experience out of the same thing.</p><p></p><p>And no, not everybody will simply start at the default AD&D setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>The similarity with Monopoly ends at the "it uses dice". Every person is different, and the same person 20 years later is different from its younger self. Different persons experience the game differently. There might be overlap in those experiences, but a 35 year old person will already react differently to playing AD&D for the first time than a 15 year old will. The emotional attachment you discard as "nostalgia" effect is a big part of the experience of playing D&D as a kid vs. as an adult.</p><p></p><p>What Crothian describes are people that long for the "same (A)D&D" they experienced as kids. And that simply won't come back anymore. Nobody is able to tune out 20 or 30 years of adult life AND roleplaying experience. Some are able to push it aside a bit, but in most gamers' careers there's been so much changes happening that simply grabbing the books they started with won't give the same experience anymore. It WILL give a big shot of nostalgia, though, which can lead to a feeling of gaming enthusiasm being refreshed.</p><p></p><p>Your Mozart comparison is the best example. A kid might love Mozart for the pretty melodies, and carry that love into adulthood. But as an adult, it will most likely understand the underlying concepts of Mozart's music better, and experience the music on a completely different level. The fact that the music is great is still in the mix, of course, but it's not the only driving force anymore.</p><p></p><p>Most kids I know played D&D in a very haphazard, all-inclusive manner at first...then they started mastering the rules (spawning a lot of rules-competition on the way), then they started grasping the underlying principles of a roleplaying game (What is a character, how do I play him, WHY do I play him, etc...), and finally they grasp the underlying design principles of a roleplaying game (Why is that rule the way it is, what happens when I change it, what makes a working rule, etc...). That is a completely different experience from an adult, who will grasp the working of the rules relatively quickly (depending on how complex they are and how interested the adult in question is), and go from there to how they play the character. The nearly untainted ability to suspend disbelieve, though, is gone. There's 20 years of "reality filters" over the eyes and mind already. That will give a completely different experience from what a kid can get out of D&D.</p><p></p><p>I'd wager that, if you make a comparison experiment, introducing a group of adults to D&D and doing the same with a group of kids, you'll get two completely different sets of experiences (and expectations even before the game has started), as well as totally different behavioural patterns in-play and out-play.</p><p></p><p>Oh, and by the way...ask any police detective about "truth" and witnesses...I'm sure he'll have some interesting comments on that. Or a scientist. Judge or lawyer. Basically, the onnly ones that claim to have a "universal truth" are those guys who at the same time want to save your soul. For the rest of the world, truth is more relative than people would like to realize.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3798591, member: 2268"] Sure, if you want to limit the "experience" of a game to applying the rules and rolling a few dice. And if you want to believe that people are all inherently the same, and thus get the same experience out of the same thing. And no, not everybody will simply start at the default AD&D setting. ;) The similarity with Monopoly ends at the "it uses dice". Every person is different, and the same person 20 years later is different from its younger self. Different persons experience the game differently. There might be overlap in those experiences, but a 35 year old person will already react differently to playing AD&D for the first time than a 15 year old will. The emotional attachment you discard as "nostalgia" effect is a big part of the experience of playing D&D as a kid vs. as an adult. What Crothian describes are people that long for the "same (A)D&D" they experienced as kids. And that simply won't come back anymore. Nobody is able to tune out 20 or 30 years of adult life AND roleplaying experience. Some are able to push it aside a bit, but in most gamers' careers there's been so much changes happening that simply grabbing the books they started with won't give the same experience anymore. It WILL give a big shot of nostalgia, though, which can lead to a feeling of gaming enthusiasm being refreshed. Your Mozart comparison is the best example. A kid might love Mozart for the pretty melodies, and carry that love into adulthood. But as an adult, it will most likely understand the underlying concepts of Mozart's music better, and experience the music on a completely different level. The fact that the music is great is still in the mix, of course, but it's not the only driving force anymore. Most kids I know played D&D in a very haphazard, all-inclusive manner at first...then they started mastering the rules (spawning a lot of rules-competition on the way), then they started grasping the underlying principles of a roleplaying game (What is a character, how do I play him, WHY do I play him, etc...), and finally they grasp the underlying design principles of a roleplaying game (Why is that rule the way it is, what happens when I change it, what makes a working rule, etc...). That is a completely different experience from an adult, who will grasp the working of the rules relatively quickly (depending on how complex they are and how interested the adult in question is), and go from there to how they play the character. The nearly untainted ability to suspend disbelieve, though, is gone. There's 20 years of "reality filters" over the eyes and mind already. That will give a completely different experience from what a kid can get out of D&D. I'd wager that, if you make a comparison experiment, introducing a group of adults to D&D and doing the same with a group of kids, you'll get two completely different sets of experiences (and expectations even before the game has started), as well as totally different behavioural patterns in-play and out-play. Oh, and by the way...ask any police detective about "truth" and witnesses...I'm sure he'll have some interesting comments on that. Or a scientist. Judge or lawyer. Basically, the onnly ones that claim to have a "universal truth" are those guys who at the same time want to save your soul. For the rest of the world, truth is more relative than people would like to realize. [/QUOTE]
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