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Mallus Rediscovers AD&D
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<blockquote data-quote="Mallus" data-source="post: 5646672" data-attributes="member: 3887"><p>Agreed. But... (I'll get back to this)</p><p></p><p></p><p>Sound great! </p><p></p><p></p><p>Right... keep things moving. Right now, I'm doing what I did when I ran 2nd edition: if a PC wants to perform a stunt, I'll take into account their stats, how they have described their PC, and either rule "yes" or "no" or have them roll under a ability score -- nothing more, no flipping through rule books to reacquaint myself with a subsystem. </p><p></p><p>What I lose in consistency, granularity, scaling, and/or niche-protection I more than make up for in raw speed!</p><p></p><p></p><p>I agree with the spirit of this, and my players have no lack of imagination, however they're also like most other gamers I've known: periodically they're interested in (more) detailed mechanical representation of their character's abilities. Or they'll use (the more complicated) mechanics as a form inspiration, having them feed back into the fictional character they're imagining (example: a large part of of my 4e paladin's overall characterization, including details about his species, came from my vulgar ans joking attempt at rationalizing how marking works in-game).</p><p></p><p>This desire for more detailed character representation has with the hobby from the beginning (c.f. Runequest developing out of OD&D, or HERO/Champions), and it's become the dominant mode of D&D since the advent of 3e. </p><p></p><p>What interests me (right now) is how it absolutely *doesn't* result in better characters, neither from a fictional standpoint nor a playability one (as your anecdote about the anime guy and Red Sonja in Hommlet neatly illustrates). It *does* have an --at least for me and my group-- an undeniable "gearhead" appeal. Fashioning PC's out of a large body of mechanics becomes a pleasure unto itself -- and like another one of my favorite hobbies, namely the drinking of booze, it also comes with a big headache, namely <em>using</em> those more complex PC's in actual play. </p><p></p><p>My group is at least half-gearhead. They like to imagine <em>and</em> mess with/marry to the mechanics. My hope is that I can keep them entertained in the absence of (more) detailed character options. I'm quickly being reminded that AD&D has such a weird, wild, baroque and swing-y set of monsters, magical effects, and other character-murdering situations that keeping things intriguing shouldn't be too difficult. </p><p></p><p>Also, each session, I say a little mantra to myself: let as much of the game as possible emerge from the dice (and tables!). Numerous posts by [MENTION=26473]The Shaman[/MENTION] have drilled that into my head. I owe him one for that...</p></blockquote><p></p>
[QUOTE="Mallus, post: 5646672, member: 3887"] Agreed. But... (I'll get back to this) Sound great! Right... keep things moving. Right now, I'm doing what I did when I ran 2nd edition: if a PC wants to perform a stunt, I'll take into account their stats, how they have described their PC, and either rule "yes" or "no" or have them roll under a ability score -- nothing more, no flipping through rule books to reacquaint myself with a subsystem. What I lose in consistency, granularity, scaling, and/or niche-protection I more than make up for in raw speed! I agree with the spirit of this, and my players have no lack of imagination, however they're also like most other gamers I've known: periodically they're interested in (more) detailed mechanical representation of their character's abilities. Or they'll use (the more complicated) mechanics as a form inspiration, having them feed back into the fictional character they're imagining (example: a large part of of my 4e paladin's overall characterization, including details about his species, came from my vulgar ans joking attempt at rationalizing how marking works in-game). This desire for more detailed character representation has with the hobby from the beginning (c.f. Runequest developing out of OD&D, or HERO/Champions), and it's become the dominant mode of D&D since the advent of 3e. What interests me (right now) is how it absolutely *doesn't* result in better characters, neither from a fictional standpoint nor a playability one (as your anecdote about the anime guy and Red Sonja in Hommlet neatly illustrates). It *does* have an --at least for me and my group-- an undeniable "gearhead" appeal. Fashioning PC's out of a large body of mechanics becomes a pleasure unto itself -- and like another one of my favorite hobbies, namely the drinking of booze, it also comes with a big headache, namely [i]using[/i] those more complex PC's in actual play. My group is at least half-gearhead. They like to imagine [i]and[/i] mess with/marry to the mechanics. My hope is that I can keep them entertained in the absence of (more) detailed character options. I'm quickly being reminded that AD&D has such a weird, wild, baroque and swing-y set of monsters, magical effects, and other character-murdering situations that keeping things intriguing shouldn't be too difficult. Also, each session, I say a little mantra to myself: let as much of the game as possible emerge from the dice (and tables!). Numerous posts by [MENTION=26473]The Shaman[/MENTION] have drilled that into my head. I owe him one for that... [/QUOTE]
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