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<blockquote data-quote="Gansk" data-source="post: 7371633" data-attributes="member: 16383"><p>When my group played 1E, we played by the book as much as humanly possible. Gygax's rules were sometimes a challenge to interpret, but it was like meandering down a maze. If you review the initiative rules, you'll know what I mean. Everytime we rolled a d6 for initiative, I was the designated expert to determine who would go first, because I was the only one who spent the most time going down the rabbit hole. "Is he casting a spell? What is the speed factor of his weapon?" I think unarmed combat was almost as bad, but we generally avoided it because it was a sub-optimal tactic.</p><p></p><p>Then we would go to conventions where the DM's just winged it, and it wasn't the same. I'm sure the story was fine, it just bothered us that they didn't put in the effort to run the game the way it could be run. So yes, the literal 1e rules created a kind of grittiness that made us afraid for our characters, even if we were just fighting orcs and ogres. God forbid we take on an evil spellcaster, the tension was palpable. </p><p></p><p>Nostalgia is a factor, but creating challenging rules was just another part of Gygax's genius. It further engrossed us in the game.</p></blockquote><p></p>
[QUOTE="Gansk, post: 7371633, member: 16383"] When my group played 1E, we played by the book as much as humanly possible. Gygax's rules were sometimes a challenge to interpret, but it was like meandering down a maze. If you review the initiative rules, you'll know what I mean. Everytime we rolled a d6 for initiative, I was the designated expert to determine who would go first, because I was the only one who spent the most time going down the rabbit hole. "Is he casting a spell? What is the speed factor of his weapon?" I think unarmed combat was almost as bad, but we generally avoided it because it was a sub-optimal tactic. Then we would go to conventions where the DM's just winged it, and it wasn't the same. I'm sure the story was fine, it just bothered us that they didn't put in the effort to run the game the way it could be run. So yes, the literal 1e rules created a kind of grittiness that made us afraid for our characters, even if we were just fighting orcs and ogres. God forbid we take on an evil spellcaster, the tension was palpable. Nostalgia is a factor, but creating challenging rules was just another part of Gygax's genius. It further engrossed us in the game. [/QUOTE]
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