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Keep out of combat in D&D? Why?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 4502169" data-attributes="member: 20854"><p>I refer you to my earlier post in the thread, where I said:</p><p></p><p></p><p></p><p>I think many gamers who played the older editions back in the day did *not* play them in the manner I described, earlier, but took their cue from the published modules. I think that's especially true for younger players (I include myself in that category, at the time). However, published modules weren't necessarily examples of how the game was played and approached by some of the older groups. Remember that Gary was surprised there was a big market for published adventures; he's on record as saying he thought most referees would prefer to create their own material. Of course, TSR adapted and filled the need, though. Personally, I don't think there's *ever* been a published adventure that models the kind of underworld dungeon campaign play described in original D&D's "Volume III," <em>The Underworld and Wilderness Adventure</em>; published modules simply don't lend themselves to that kind of approach. (Also see <a href="http://malirath.blogspot.com/2008/10/d-tournaments.html" target="_blank">Robert Fisher's recent blog post on D&D tournaments and modules</a>.)</p><p></p><p>This isn't a right answer/wrong answer situation. Some people played the way I described, earlier, and other people did not. My goal isn't to prove that my explanation and favored approach is the way old-school D&D should be played, but rather to answer Merric's question on why avoiding combat was ever a old-school approach.</p><p></p><p>Lastly, I think there's a tendency for these edition-oriented discussions to fall into caricatured positions. For example, avoiding certain combats in old-school play is often a very smart approach. That doesn't mean that old school play attempted to avoid <em>all</em> combat; combat was still a *huge* draw and focal point for the game.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 4502169, member: 20854"] I refer you to my earlier post in the thread, where I said: I think many gamers who played the older editions back in the day did *not* play them in the manner I described, earlier, but took their cue from the published modules. I think that's especially true for younger players (I include myself in that category, at the time). However, published modules weren't necessarily examples of how the game was played and approached by some of the older groups. Remember that Gary was surprised there was a big market for published adventures; he's on record as saying he thought most referees would prefer to create their own material. Of course, TSR adapted and filled the need, though. Personally, I don't think there's *ever* been a published adventure that models the kind of underworld dungeon campaign play described in original D&D's "Volume III," [i]The Underworld and Wilderness Adventure[/i]; published modules simply don't lend themselves to that kind of approach. (Also see [url=http://malirath.blogspot.com/2008/10/d-tournaments.html]Robert Fisher's recent blog post on D&D tournaments and modules[/url].) This isn't a right answer/wrong answer situation. Some people played the way I described, earlier, and other people did not. My goal isn't to prove that my explanation and favored approach is the way old-school D&D should be played, but rather to answer Merric's question on why avoiding combat was ever a old-school approach. Lastly, I think there's a tendency for these edition-oriented discussions to fall into caricatured positions. For example, avoiding certain combats in old-school play is often a very smart approach. That doesn't mean that old school play attempted to avoid [i]all[/i] combat; combat was still a *huge* draw and focal point for the game. [/QUOTE]
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