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I've never played AD&D1
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<blockquote data-quote="mearls" data-source="post: 3284022" data-attributes="member: 697"><p>I think tournaments took some liberties with the rules. I'm running a 3e version of Against the Giants at work, and one of my players (web guru Bart Carroll) found an article in an old issue of Dragon that recapped the AGTG tournament. Judging from the article, DMs played fast and loose with the rules. Deciding what happened was as much a judgment call as a rules issue.</p><p></p><p>This was a major strength of 1e. Some gamers might look back and, compared to the more comprehensive 3e, see all the holes and rules that didn't make sense, but in a weird way that helped gaming thrive. IMNSHO, AD&D forced DMs to improvise, create house rules, and find their own level of fun with the rules. Essentially, every group played the game they wanted because they designed the game themselves.</p><p></p><p>In comparison, 3e is a good place for a gamer to get started. All the rules are there if you look hard enough. The drawback I see is that, for many people, the system is too interconnected, and connected in ways that aren't obvious, for them to feel comfortable modifying things. That's a pity, because half the fun of running a campaign is making house rules, creating monsters and magic items, and building a really unique experience.</p></blockquote><p></p>
[QUOTE="mearls, post: 3284022, member: 697"] I think tournaments took some liberties with the rules. I'm running a 3e version of Against the Giants at work, and one of my players (web guru Bart Carroll) found an article in an old issue of Dragon that recapped the AGTG tournament. Judging from the article, DMs played fast and loose with the rules. Deciding what happened was as much a judgment call as a rules issue. This was a major strength of 1e. Some gamers might look back and, compared to the more comprehensive 3e, see all the holes and rules that didn't make sense, but in a weird way that helped gaming thrive. IMNSHO, AD&D forced DMs to improvise, create house rules, and find their own level of fun with the rules. Essentially, every group played the game they wanted because they designed the game themselves. In comparison, 3e is a good place for a gamer to get started. All the rules are there if you look hard enough. The drawback I see is that, for many people, the system is too interconnected, and connected in ways that aren't obvious, for them to feel comfortable modifying things. That's a pity, because half the fun of running a campaign is making house rules, creating monsters and magic items, and building a really unique experience. [/QUOTE]
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