Thomas Shey
Legend
My complaint about Powers and Perils was not the crunchiness but the pointless (but common at the time) special-casing. Well, that and the excessive randomness in character gen.
I'm of two minds about random chargen. On one hand, it's quick and can spur your imagination more. It also forces you to play someone who may not fit your initial concept, but you just might grow into it. It also can be more realistic, precisely because it's not balanced. Just as in real life, some people are blessed and are strong, witty and charming, while another is anemic, slow, and abrasive.My complaint about Powers and Perils was not the crunchiness but the pointless (but common at the time) special-casing. Well, that and the excessive randomness in character gen.
I'm of two minds about random chargen. On one hand, it's quick and can spur your imagination more. It also forces you to play someone who may not fit your initial concept, but you just might grow into it. It also can be more realistic, precisely because it's not balanced. Just as in real life, some people are blessed and are strong, witty and charming, while another is anemic, slow, and abrasive.
On the other hand, if you really do have a character concept in mind that you want to play, more than likely you will be disappointed. And the power imbalance might lead to one or more players feeling cheated. I think this is the big reason that random chargen has almost died out in games.
In Traveller, the Vietnam homebrew we had, and in HarnMaster, we often generated several "level 0" characters and ran them through a some introductory adventures. The Vietnam campaign was less about which character you liked (or survived) but was more like troupe style play before Ars Magica even came. This was because Phoenix Command was so deadly, that the odds of a character being killed or going home due to a bad wound was very very high.
It really grinds my gears when people who played [A]D&D in the early days describe their style as if it were the way it was played. I've been listening to people say that the game was, you made a couple characters, started in front of a dungeon and went in. The dungeon was always generated randomly. Brought the loot back to town, lather, rinse, repeat ad nauseum. And I'm like, no, that's the way your group played.
Yeah, I don't ever remember playing that way. The game was quickly recognized as an RPG (stressing role) rather than a random dungeon generator. The gameplay was what created the great stories, so we tried to avoid rinse and repeat.Precisely.
I even played a game with Gary running it at a convention, and it was nothing like that.
When you had to wait 6-8 weeks for delivery back then, going to a game story sure was more important and impactful than it is now, when people just buy stuff off Amazon and get it in a couple days. Yeah, it's nostalgia, but I still have very fond memories of going into that game story in Ketchikan and just being in awe of the the minis in the glass display, or seeing the modules and books in a rack along the wall.Leaving aside the actual gaming for a moment; one thing we did have in the late 70s and early 80s was loads of game shops, selling D&D, miniatures and loads of other games beside. They were like caverns of wonder to teenage gamers, and remain strong in my memory.
Games Workshop when it was in a back garden on the Shepherds Bush road, the same GW when it moved to Hammersmith, Minifigs-Skytrex near Victoria Station ( which had its own dungeon, where I bought both Fortress Badabaskor and the Runequest supplement Ballastor’s Barracks, known to all teen gamers as Ballaror’s Bollocks!), Dungeons and Starships in Birmingham etc. Just great places.
My idea of Saturday heaven in 1980 was playing rugby in the morning, heading into town (ie London) to a games shop in the afternoon, punk gig in the evening, last train home. Living my best life!
The dungeon only adventure was very common for players that only or majorly played D&D.I think the reason a lot of people did the "dungeon, town, rinse, repeat" thing early on was, well, it was easy.
This was much, much much less for anyone that played any RPG other then D&D. As the vast majority of other RPGs were not Fantasy games....well, simply put they did not even have "dungeons".