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<blockquote data-quote="Valiant" data-source="post: 3800142" data-attributes="member: 54792"><p>JH wrote -RPGs are Role Playing Games. You seem to be ignoring two thirds of that word. The rules in an rpg are just there to create a framework and provide methods of resolving actions with an uncertain outcome.</p><p>The 'D&D experience' is mainly created by the DM's presentation and the kind of adventures the DM runs. You can play D&D using all the normal rules without it feeling like D&D for one bit. The opposite is true, as well: You don't necessarily have to use the D&D rules to create what I consider the typical D&D vibe-</p><p></p><p></p><p>JH its a game with rules (albiet more complex if you use all of them) like any board game. If you read the PH and DMG (and have read some of the books suggested on the reading list per Gygax) you'll produce an <strong>experiance basically similar </strong> to everyone else playing the game. Remember, the rules direct teh DM in his task ("describe the setting....ask the players what their PCs would like to do.....take into consideration movement rates and encumberance..." etc.) Can a DM create an odd world (say with cont. light flashlights, cont. light city streets, magic cars and elivators) and force his players to play in it using AD&D rules, sure; can he present his players with an AD&D world typical to the sword and sorcery or Tolkien setting without using the AD&D rules (perhaps making up outcomes with some other system) yes he can. But both of these cases are not typical or described in any detail in the rule books, and depending on how wacked out they come off won't result in the AD&D experiance (that is if a typical 1Eer was to watch they wouldn't recognize it as 1E). </p><p></p><p></p><p>EDITED</p></blockquote><p></p>
[QUOTE="Valiant, post: 3800142, member: 54792"] JH wrote -RPGs are Role Playing Games. You seem to be ignoring two thirds of that word. The rules in an rpg are just there to create a framework and provide methods of resolving actions with an uncertain outcome. The 'D&D experience' is mainly created by the DM's presentation and the kind of adventures the DM runs. You can play D&D using all the normal rules without it feeling like D&D for one bit. The opposite is true, as well: You don't necessarily have to use the D&D rules to create what I consider the typical D&D vibe- JH its a game with rules (albiet more complex if you use all of them) like any board game. If you read the PH and DMG (and have read some of the books suggested on the reading list per Gygax) you'll produce an [B]experiance basically similar [/B] to everyone else playing the game. Remember, the rules direct teh DM in his task ("describe the setting....ask the players what their PCs would like to do.....take into consideration movement rates and encumberance..." etc.) Can a DM create an odd world (say with cont. light flashlights, cont. light city streets, magic cars and elivators) and force his players to play in it using AD&D rules, sure; can he present his players with an AD&D world typical to the sword and sorcery or Tolkien setting without using the AD&D rules (perhaps making up outcomes with some other system) yes he can. But both of these cases are not typical or described in any detail in the rule books, and depending on how wacked out they come off won't result in the AD&D experiance (that is if a typical 1Eer was to watch they wouldn't recognize it as 1E). EDITED [/QUOTE]
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