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<blockquote data-quote="GuardianLurker" data-source="post: 9365528" data-attributes="member: 786"><p>New Year's 80/81: My first exposure to D&D by an old friend that I hadn't seen in years. It was B1. I was 12.</p><p></p><p>1e: Most of the 80's were just spent Theorycrafting, as I couldn't find a group to join. Read the living <beep> out of the 1e and Basic/Expert rules. Picked up most of the modules. Collected Dragon magazines. Played in a campagin or two. In college I got to GM my first campaign - which imploded because I mishandled a Heat Metal cast at my anti-paladin BBEG. First lesson learned: Don't Panic.</p><p></p><p>2e/the 90's: The early 90's were my slacker period. I fell in with a bunch of gamers, ended up sharing an apartment with them, and played pretty much daily. Fun times. Then Drama happened, and I ended up moving away to start my professional career. I then started running a campaign with a co-worker and his wife as the core players and had a few other players wander in and out. That 2e campaign is still remembered fondly.</p><p></p><p>3e/the 2000's: Started watching the pre-launch news here back during Eric Noah's days. Mid-May 2003 I launch my 1st 3e campaign, set in the same world as my 2e campaign. Searched out players through a LFG mailing list (that's no longer active). That group has been running (in Thesus's ship fashion) ever since then. The 1st campaign takes the caharacters from 2nd to 28th), and runs for 5 years. Take a little break, then run my 2nd 3.x campaign - a non-PHB, psionics only campaign in a different world. This ran for 3-4 years. (I miss the 3.x warlock, even if it did have a problem with AoE, it was a GREAT blaster mage. I also really liked how the 3.5 Psionics worked, especially once augmented with 3PP expansions.)</p><p></p><p>4e/the Teen's: The group ran the 4e playtest, and then a sample of the 4e variant of B2 (Keep on the Shadowfells?), and immediately decided it wasn't for us. One of the other players ran a 3.x Kitchen-sink Temple of Elemental Evil campaign (3.x artificers rock. But I'll probably never need to run a crafter mage again. And the ToB martials stood up well in the same company.) This again ran Epic (level 25 or so?). While I was playing there, I was also GMing in other systems - particularly Wild Talents. As well as other one-shot games.</p><p></p><p>5e/Late Teens: Picked up 5e pretty much as soon as it came out, and actually pulled in some new blood to the hobby (yay!). Ran a very vanilla 5e game - Tyranny of Dragons all the way through, plus an Epic add-on where the players advanced into the First Hell/Avernus to Kill Tiamat. But I was pretty much constantly frustrated by the Spell Rules - concentration, lack of buffs, spell delays, etc. I also <em>really</em> miss the 3.x monster templates. Contrasting this, the Legendary and Lair actions are GREAT concepts.</p><p></p><p>So now I'm running PF2e, which if I was been derisive about it, I'd describe as "What 4e should have been". About half-way between 3.x and 5e in complexity. VERY solid mechanical choices though all twenty levels. Classes that feel uniquely distinct from each other, and with large variance in their in-class options. ... I LIKE PF2e.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9365528, member: 786"] New Year's 80/81: My first exposure to D&D by an old friend that I hadn't seen in years. It was B1. I was 12. 1e: Most of the 80's were just spent Theorycrafting, as I couldn't find a group to join. Read the living <beep> out of the 1e and Basic/Expert rules. Picked up most of the modules. Collected Dragon magazines. Played in a campagin or two. In college I got to GM my first campaign - which imploded because I mishandled a Heat Metal cast at my anti-paladin BBEG. First lesson learned: Don't Panic. 2e/the 90's: The early 90's were my slacker period. I fell in with a bunch of gamers, ended up sharing an apartment with them, and played pretty much daily. Fun times. Then Drama happened, and I ended up moving away to start my professional career. I then started running a campaign with a co-worker and his wife as the core players and had a few other players wander in and out. That 2e campaign is still remembered fondly. 3e/the 2000's: Started watching the pre-launch news here back during Eric Noah's days. Mid-May 2003 I launch my 1st 3e campaign, set in the same world as my 2e campaign. Searched out players through a LFG mailing list (that's no longer active). That group has been running (in Thesus's ship fashion) ever since then. The 1st campaign takes the caharacters from 2nd to 28th), and runs for 5 years. Take a little break, then run my 2nd 3.x campaign - a non-PHB, psionics only campaign in a different world. This ran for 3-4 years. (I miss the 3.x warlock, even if it did have a problem with AoE, it was a GREAT blaster mage. I also really liked how the 3.5 Psionics worked, especially once augmented with 3PP expansions.) 4e/the Teen's: The group ran the 4e playtest, and then a sample of the 4e variant of B2 (Keep on the Shadowfells?), and immediately decided it wasn't for us. One of the other players ran a 3.x Kitchen-sink Temple of Elemental Evil campaign (3.x artificers rock. But I'll probably never need to run a crafter mage again. And the ToB martials stood up well in the same company.) This again ran Epic (level 25 or so?). While I was playing there, I was also GMing in other systems - particularly Wild Talents. As well as other one-shot games. 5e/Late Teens: Picked up 5e pretty much as soon as it came out, and actually pulled in some new blood to the hobby (yay!). Ran a very vanilla 5e game - Tyranny of Dragons all the way through, plus an Epic add-on where the players advanced into the First Hell/Avernus to Kill Tiamat. But I was pretty much constantly frustrated by the Spell Rules - concentration, lack of buffs, spell delays, etc. I also [I]really[/I] miss the 3.x monster templates. Contrasting this, the Legendary and Lair actions are GREAT concepts. So now I'm running PF2e, which if I was been derisive about it, I'd describe as "What 4e should have been". About half-way between 3.x and 5e in complexity. VERY solid mechanical choices though all twenty levels. Classes that feel uniquely distinct from each other, and with large variance in their in-class options. ... I LIKE PF2e. [/QUOTE]
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