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Let's Not Save The World...Again
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<blockquote data-quote="Ilbranteloth" data-source="post: 7718543" data-attributes="member: 6778044"><p>The section titled "The Adventure" starting on pg 47 of the AD&D DM Guide certainly read like a hexcrawl to me. </p><p></p><p>The single most published adventure - <em>The Keep on the Borderlands</em>, was included in the Holmes and Moldvay basic sets and starts with exploring the keep, and a hex crawl to find the caves of chaos.</p><p></p><p>I also acknowledged that I'm probably leaning too heavily on my personal experience, both what I played, and the people I met and either talked gaming or played with in probably the first 10 years of my gaming experience. The general approach for anybody I met that started around the late '70s had similar approaches.</p><p></p><p>Having said that, it is still just my experiences. But my point is that the presentation has an impact. When the starting point for learning how to play the game is an adventure that starts with an exploration to find a dungeon, and the design of that dungeon is of the type where you can return to safety, and come back to explore some more. The 5e presentation is different. And I think it has an impact on how new players learn to play the game. Not all of them, but a good portion of them.</p><p></p><p>It's not good or bad, just different. But I do think that the products (and in particular Dragon magazine) promoted a lot of different approaches to playing the game, and to some degree that variety is less represented in today's releases.</p><p></p><p>Maybe I'm just wrong. But I've had at least a couple of new players in pretty much every group I've DM'd since the early '80s. And I also like talking (listening) to new players outside of my groups as well. So that's my perspective, based not only on my personal experiences, but what they've told me. And also how things have changed in such discussions over the years. What players that have played in my group tell me about other groups they play in, etc. But I'm a very small sample set. Just take it as another perspective.</p><p></p><p>I agree with you, and [MENTION=22779]Hussar[/MENTION], and others that it's really just one perspective, and that we all have had different experiences. So I don't think I'm rewriting the history of D&D, I'm just pointing out my perspective. I don't think anybody can write the history of D&D - even the ones that were there in Gary's campaign. They can only write about their experiences. It's not like a game of checkers where each game is constrained by a strict set of rules. That's part of the beauty of RPGs to me, they are unique to each group.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7718543, member: 6778044"] The section titled "The Adventure" starting on pg 47 of the AD&D DM Guide certainly read like a hexcrawl to me. The single most published adventure - [I]The Keep on the Borderlands[/I], was included in the Holmes and Moldvay basic sets and starts with exploring the keep, and a hex crawl to find the caves of chaos. I also acknowledged that I'm probably leaning too heavily on my personal experience, both what I played, and the people I met and either talked gaming or played with in probably the first 10 years of my gaming experience. The general approach for anybody I met that started around the late '70s had similar approaches. Having said that, it is still just my experiences. But my point is that the presentation has an impact. When the starting point for learning how to play the game is an adventure that starts with an exploration to find a dungeon, and the design of that dungeon is of the type where you can return to safety, and come back to explore some more. The 5e presentation is different. And I think it has an impact on how new players learn to play the game. Not all of them, but a good portion of them. It's not good or bad, just different. But I do think that the products (and in particular Dragon magazine) promoted a lot of different approaches to playing the game, and to some degree that variety is less represented in today's releases. Maybe I'm just wrong. But I've had at least a couple of new players in pretty much every group I've DM'd since the early '80s. And I also like talking (listening) to new players outside of my groups as well. So that's my perspective, based not only on my personal experiences, but what they've told me. And also how things have changed in such discussions over the years. What players that have played in my group tell me about other groups they play in, etc. But I'm a very small sample set. Just take it as another perspective. I agree with you, and [MENTION=22779]Hussar[/MENTION], and others that it's really just one perspective, and that we all have had different experiences. So I don't think I'm rewriting the history of D&D, I'm just pointing out my perspective. I don't think anybody can write the history of D&D - even the ones that were there in Gary's campaign. They can only write about their experiences. It's not like a game of checkers where each game is constrained by a strict set of rules. That's part of the beauty of RPGs to me, they are unique to each group. [/QUOTE]
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