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Old Timers: How was D1 supposed to be run/go down?
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<blockquote data-quote="Rob Kuntz" data-source="post: 8367095" data-attributes="member: 7015759"><p>The OSR is but a simple codification of an unstated and still ill-defined philosophy which is more intuitive and far ranging in application than can be put to paper. This is what we discovered during the play-tests, even though there could have been some samples put in OD&D that illustrated such ranges of use rather than stating, "Why have us do all of your imagining for you?" OD&D was a base that was to be expanded upon in different ways and degrees by each individual user, and was never meant to reach an accord which one might call a standardized or consensus view.</p><p></p><p>Whereas it is true, theoretically, that one can change what they do not like or add what they like to the rules/game/play, that is not the majority view as expressed through the play of formatted adventures that predominate play sessions, it is the minority view. In reality, market to table, most D&D players of standardized rules since 3E (especially with 3E) know that one would break the system if you tinkered with it too much.</p><p></p><p>I played one session (as an elf) in D1 but had to bow out due to deadlines on a project. The playtest took place at the old Dungeon Hobby Shop and I am not sure how far they got as a team.</p></blockquote><p></p>
[QUOTE="Rob Kuntz, post: 8367095, member: 7015759"] The OSR is but a simple codification of an unstated and still ill-defined philosophy which is more intuitive and far ranging in application than can be put to paper. This is what we discovered during the play-tests, even though there could have been some samples put in OD&D that illustrated such ranges of use rather than stating, "Why have us do all of your imagining for you?" OD&D was a base that was to be expanded upon in different ways and degrees by each individual user, and was never meant to reach an accord which one might call a standardized or consensus view. Whereas it is true, theoretically, that one can change what they do not like or add what they like to the rules/game/play, that is not the majority view as expressed through the play of formatted adventures that predominate play sessions, it is the minority view. In reality, market to table, most D&D players of standardized rules since 3E (especially with 3E) know that one would break the system if you tinkered with it too much. I played one session (as an elf) in D1 but had to bow out due to deadlines on a project. The playtest took place at the old Dungeon Hobby Shop and I am not sure how far they got as a team. [/QUOTE]
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