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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Listening to old-timers describe RP in the 70s and 80s
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 8949071" data-attributes="member: 32740"><p>And that's fair enough as far as that goes, but the fact is that play WAS overwhelmingly just gritty survival and murderhoboing. Some modules were exceptions and don't define the RULE of how the game was played, and even explains why those exception modules might have been popular. But many if not <em>the majority</em> of modules ARE literally just a feather-light roleplaying framework around a classic dungeon-crawl.</p><p></p><p>Better that they should understand that OVERWHELMINGLY the Old School approach wasn't a narrative or story-based approach, which they otherwise incorrectly assume because new editions are handled that way. Tell them the truth of what it originally WAS like, and simply don't inflict that approach on them because it never was what really made the game fun. Tell them it WAS like this - but we found better ways to approach the game WHICH AREN'T DEFINED BY EDITION. Death for PC's is certainly easier in older editions, but that greater danger IS a source of greater fun because PC lives are literally always at risk from a mechanical standpoint, but in mechanical terms newer editions remove a huge amount of that risk and accordingly newer editions suffer for it.</p><p></p><p>It's great to want newer players to appreciate older editions, but <em>accept the truth</em> of older editions. And if that means that people reject older editions - so be it. Not every edition or every approach to the game is acceptable to everyone. Invite new players in - but don't gaslight them about what they've been missing.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 8949071, member: 32740"] And that's fair enough as far as that goes, but the fact is that play WAS overwhelmingly just gritty survival and murderhoboing. Some modules were exceptions and don't define the RULE of how the game was played, and even explains why those exception modules might have been popular. But many if not [I]the majority[/I] of modules ARE literally just a feather-light roleplaying framework around a classic dungeon-crawl. Better that they should understand that OVERWHELMINGLY the Old School approach wasn't a narrative or story-based approach, which they otherwise incorrectly assume because new editions are handled that way. Tell them the truth of what it originally WAS like, and simply don't inflict that approach on them because it never was what really made the game fun. Tell them it WAS like this - but we found better ways to approach the game WHICH AREN'T DEFINED BY EDITION. Death for PC's is certainly easier in older editions, but that greater danger IS a source of greater fun because PC lives are literally always at risk from a mechanical standpoint, but in mechanical terms newer editions remove a huge amount of that risk and accordingly newer editions suffer for it. It's great to want newer players to appreciate older editions, but [I]accept the truth[/I] of older editions. And if that means that people reject older editions - so be it. Not every edition or every approach to the game is acceptable to everyone. Invite new players in - but don't gaslight them about what they've been missing. [/QUOTE]
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Listening to old-timers describe RP in the 70s and 80s
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