Yea, that's my go to excuse for pretty much everything.1E at least has excuse for being the way it is. It's 40 years old.
So if we could find somebody younger than 30 who tries 1e and loves it, would you be willing to accept that there is something to love that has nothing to do with nostalgia?
Maybe somebody who had never tried 1e was in that game with Mearls....
Yea, that's my go to excuse for pretty much everything.![]()
It's not just that it was a dungeon crawl, it was a rules crawl.I can run a dungeon crawl in any edition of D&D and it will be just as compelling as Mearls describes. It's not the system.
Mearls said:AD&D worked in part because the entire game is one, giant puzzle. Everything is just out of conceptual reach. The rulebooks themselves are dungeons to explore, treasures hidden here and there.
... The game dwells at the edge of perception, its lack of definition its defining trait.
It's not just that it was a dungeon crawl, it was a rules crawl.
I can't match Mearls's eloquence on the topic, so I'll quote it selectively:
That sounds like a game-designer, too - just one more of the storytelling school.I would say he's grasping for an explanation and, not surprisingly being a game designer, looking to the rules.
That's not it though in my view. The rules can either support or get in the way of telling the sort of tale he experienced, but that's about it.
That's not the D&D experience, though. Back in the day, you mapped the dungeon, evaded or ambushed monsters, worried constantly about traps, possibly betrayed your buddies, and made away with treasure. Your character didn't amalgamate the best of human traits, you were lucky if you had one or two good stats, and probably had one horrible one, at least. You had a specialty that you could do that was niche-protected so others couldn't.It's the archetypal story, not the rules, that creates this emotional response. Dungeons are representations of the Underworld, the place Heroes - amalgams of the best of human traits - go to face Dragons, symbols of chaos that represent an amalgam of the predators that preyed on early humans. This is one of the oldest stories known to exist and we keep telling ourselves this story because it's deeply important psychologically.
That sounds like a game-designer, too - just one more of the storytelling school.
That's not the D&D experience, though. Back in the day, you mapped the dungeon, evaded or ambushed monsters, worried constantly about traps, possibly betrayed your buddies, and made away with treasure. Your character didn't amalgamate the best of human traits, you were lucky if you had one or two good stats, and probably had one horrible one, at least. You had a specialty that you could do that was niche-protected so others couldn't.
Now, yes, that can, like Star Wars, map pretty easily to the Hero's Journey. Heck, a trip to the store can map to the Hero's Journey. So, yeah, you could run a compelling Hero's Journey kind of story in any version of D&D, or any other system, for that matter. But it won't be the experience Mearls describes. It might be a great - or a better - experience, but it'll be a different one.
Also, the experience can't be uncoupled from the person experiencing it. Mike's comments resonated with me, because, I'm guessing, we shared comparable experiences with that edition of the game, back at the height of the fad years. Maybe we have some other things in common, too, that shade that experience, the memory of it and the quality of thenostalgiaemotions that revisiting it evokes?
So is it /more/ than the system? Sure. But it's not /not/ the system.
1e didn't use THAC0. If he'd had to cope with THAC0, the whole experience would have been torpedoed.Throw that all together and you get a pretty potent emotional experience, I bet, which had nothing to do with THAC0.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.