No Second Edition Love?

I definitely have 2E love! :)

Of course, there were some things I didn't care for (Kits, SKill and Powers, etc.), but for the settings alone (as mentioned, Planescape, Ravenloft, Dark Sun, Spelljammer, Al Qadim, et. al), 2E deserves some credit!
 

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jdrakeh said:
AD&D 2e had an emphasis on simulation and narration? There is about as much attempt to simulate genre ane/or realism in AD&D 2e as there was in AD&D 1e (i.e., not much), while there were absolutely no rules that promoted narrative (either in the literal sense or the flighty Forge sense). I'm curious why you think otherwise. Care to provide some examples of how AD&D 2e emphasizes simulation and narrative?

The shift from experience points for recovery gold/treasure to adhoc story awards, the nonsense fluff about accepting subpar characters in the PHB, disavowing super characters in the DMG, arguing against magic shops in the HLC supplement, the habitat, society, and ecology entries in the MM, the toning down of magic in the Historical series to fit the magic of the genre, the changes to magic in each of the campaign settings, etc. Mind you, some of this (i.e., the additional entries in the MM) was useful for a game, but most of it was pointless unless you were trying to narrate a story or simulate the genre/reality of a 'game' world. Along the same lines, say whatever you will about the Complete Handbooks, at least they had provided additional game components (crappy though they may possibly be).
 
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DeadlyUematsu said:
The shift from experience points for recovery gold/treasure to adhoc story awards, the nonsense fluff about accepting subpar characters in the PHB, disavowing super characters in the DMG, arguing against magic shops in the HLC supplement, the habitat, society, and ecology entries in the MM, the toning down of magic in the Historical series to fit the magic of the genre, the changes to magic in each of the campaign settings, etc.

Most of that stuff is entirely unconsequential, mechanically speaking -- it's (as you yourself note) merely advice. It doesn't, for the most part, force a change in how the game is actually played (the only exceptions I can see to this statement are the more developed XP system and the actual setting-specific spell lists*).

Also, nothing that you cite has to do with narrativism or narration (though I'll give you that the monster ecologies were included as a nod to realism). Most of that stuff simply seems to be a laundry list of options or advice that you personally dislike, as opposed to actual forced emphasis on (or mechanical support of) narrativism or simulationist play.

Frankly, D&D has never been (and probably never will be) geared toward either of those things and your claim belies an unfamiliarity with both.

*And, in fairness, the spell lists have been around since the days of Supplement 1 and 2.
 
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jdrakeh said:
Most of that stuff is entirely unconsequential, mechanically speaking -- it's (as you yourself note) merely advice. It doesn't, for the most part, force a change in how the game is actually played (the only exceptions I can see to this statement are the more developed XP system and the actual setting-specific spell lists*).

It may not force it, but it certainly does suggest it. And in the hands of a gamer that just bought the books and started playing, that suggestion is as good as forcing.

I'm not jumping in here to defend this so called forge-speak...personally it all sounds pretty pretentious to me. But to say that a style of play is only a result of the rules presented, and nothing else, is a fallacy IMO. A game's presentation has as much, if not more influence on playstyle than the actual nuts and bolts rules.
 

DeadlyUematsu said:
but most of it was pointless unless you were trying to narrate a story or simulate the genre/reality of a 'game' world.


Heaven forbid you accidentally get a little bit of roleplaying in your ropleaying game.
 

I loved 2E- its easily the edition of D&D I played the most, and we had a blast with it. I started playing in the mid-80s with 1E and loved it, but 2E has the most special place in my heart. I'd still run or play it today happily if people wanted to or my old group was around.

The things I liked about 2E over 1E (and 3.xE) are:

1) De-emphasis of the dungeon and more emphasis on the world, story, and the place of the characters in it.

2) Settings- 2E had the best settings of any edition of D&D, with Birthright, Al-Quadim, and Ravenloft being my favorites. The revised Greyhawk was pretty good too.

3) The historical campaign books were great as well- I loved the Roman, Vikings and Celts books. Great background info and wonderful flavor.

4) The rules were streamlined and easier to index than 1E, but still very simple. I almost never had to reference a book when we were playing 2E to find how to do something (unlike 3E which has the worst rules bloat and complexity of all D&D of any editions). Game prep was also a breeze for statting out monsters and NPCs.

5) The old Monstrous Compendium formats were awesome! I loved the ecology and society additions to monsters- it sparked countless encouter and adventure ideas in my brain. I HATE the 3E format of the MMs though- it just throws stats at you without any brain teasers as to how to use the monsters.

6) Cleric spheres- this was one of the best innovations, although the spheres should have been fleshed out better to make clerics more equal. Domains are like a poor man's version of spheres.

I remember getting most of the supplement books, like Complete Fighter, Cleric, Thief, etc. I used ideas and equipment from them, but never the kits- I could see at a glance they were overpowered and wonky. Likewise, Skills and Powers never got used in my games- it looked too much like a powergamer's dream. So we didn't see any of the rules bloat or problems most people say they experienced with 2E- we just had fun and loved the game.


Shadowslayer said:
It may not force it, but it certainly does suggest it. And in the hands of a gamer that just bought the books and started playing, that suggestion is as good as forcing.

I'm not jumping in here to defend this so called forge-speak...personally it all sounds pretty pretentious to me. But to say that a style of play is only a result of the rules presented, and nothing else, is a fallacy IMO. A game's presentation has as much, if not more influence on playstyle than the actual nuts and bolts rules.

Yep, exactly- and this is one reason whyI am so dissatisfied with 3.x D&D and have moved on to other games. The rules present the idea that metagaming and stats matter most for character worth and efficiency, not the ideas and skills of the player. Players now have a sense of entitlement due to the changes in 3.x (CR, Treasure by level charts, etc)- I've seen this MANY times, and its much more common than in previous editions. The "options not restrictions" mantra of 3.x epitomizes this- if the DM doesn't allow you to use every option in the book or that is available, many players will get very upset and claim he is a "bad DM" (and I've seen this many times too). And most players who are new to D&D in 3.x are nothing but hack-n-slashers who loot dungeons every time- only with great effort have I been able to convince them that there is something beyond the dungeon and looting your enemies. I know it comes down to differing playstlyes, but in many ways, the attitudes and expectations prevalent in 3.x seem like a huge step backwards to me and my group.
 

Aaron L said:
It had the . . . mutilation of the Ranger class into the "Drizzt Do'Urden class".
I strongly, strongly doubt that a book published in 1988 containing a minor, not-yet-phenomenally-popular character had any kind of influence whatsoever on the shape of the Second Edition ranger class, which would itself have been designed during 1988 or even earlier prior to the 1989 release of the Second Edition rules.
 

dcas said:
Dragonlance Adventures is essentially 2nd Edition. All of the 2e tropes (nonweapon proficiencies, specialty priests, wizard schools) are already contained in it. I'm not saying that's good or bad, mind you. . . .
Sure. At the time - I was ten years old - I couldn't tell the difference, anyway.

No, what confused me was the few entries for percentile strength in character statistics - I had only ever owned a copy of the Third Edition Basic Set, and didn't grasp the difference despite the little blurb for Advanced Dungeons & Dragons in that game.

Another thing that's weird: despite my only D&D experience having been that Basic Set, I never questioned why the events of the Dragonlance novels I was reading didn't match up to the rules I was familiar with . . . like, why are these elves not casting spells?
 

Alzrius said:
Ironically, 3E/3.5E has a much better rules set than 2E did. It'd be nice to see that kind of fluff with the current crunch (bad business practices notwithstanding).

I think this is one of the big reasons I like Dragonlance so much in d20. It's got some fantastic fluff combined with great rules.

Of course, I'm just a weeeeeeee bit biased. ;)
 

jdrakeh said:
AD&D 2e had an emphasis on simulation and narration? There is about as much attempt to simulate genre ane/or realism in AD&D 2e as there was in AD&D 1e (i.e., not much), while there were absolutely no rules that promoted narrative (either in the literal sense or the flighty Forge sense). I'm curious why you think otherwise. Care to provide some examples of how AD&D 2e emphasizes simulation and narrative?
I think it would be more correct to say that modules and supplements from that period emphasized these things rather than the game itself. . . .
 

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