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<blockquote data-quote="Blue" data-source="post: 8245905" data-attributes="member: 20564"><p>I've been playing since Red Box Basic, and while for me 5e is the version of D&D I want to play now, that doesn't mean that each edition didn't have it's own feels and strengths and catered to different gamers - or even the same gamer at different points in their life. For example now I play after work every other week, vs. the regular 10-14 hour marathons we'd put in weekly in high school. But when I had that much time to devote, I was into system mastery and crunchier systems. Other editions would have better scratched that itch. My most "formative" years were AD&D 2nd, where giant interlocking campaigns and heavy drama RP really shaped my desires in an RPG. But that belies the simpler pleasure of earlier editions where we'd run multiple characters each because we didn't know enough players (and the internet literally didn't exist yet) and we played the game like chess - a deadly game where you really needed to work out optimal strategies just to survive, much less thrive. I remember fondly dungeon and dungeon full of traps and encounters, and it wasn't until years later did we start to worry about the ecology of them and that it made sense and was sustainable. Instead we focused purely on the challenge and threat, and overcoming them. Strongly conflating player fun with character success at the time, something foreign to me now where failure is another fork in the narrative.</p><p></p><p>Can we say that the nature of the mechanics has pretty much generally improved over time? Sure. But that doesn't mean that each edition didn't have it's own feel and that different people will each have their own favored feels.</p></blockquote><p></p>
[QUOTE="Blue, post: 8245905, member: 20564"] I've been playing since Red Box Basic, and while for me 5e is the version of D&D I want to play now, that doesn't mean that each edition didn't have it's own feels and strengths and catered to different gamers - or even the same gamer at different points in their life. For example now I play after work every other week, vs. the regular 10-14 hour marathons we'd put in weekly in high school. But when I had that much time to devote, I was into system mastery and crunchier systems. Other editions would have better scratched that itch. My most "formative" years were AD&D 2nd, where giant interlocking campaigns and heavy drama RP really shaped my desires in an RPG. But that belies the simpler pleasure of earlier editions where we'd run multiple characters each because we didn't know enough players (and the internet literally didn't exist yet) and we played the game like chess - a deadly game where you really needed to work out optimal strategies just to survive, much less thrive. I remember fondly dungeon and dungeon full of traps and encounters, and it wasn't until years later did we start to worry about the ecology of them and that it made sense and was sustainable. Instead we focused purely on the challenge and threat, and overcoming them. Strongly conflating player fun with character success at the time, something foreign to me now where failure is another fork in the narrative. Can we say that the nature of the mechanics has pretty much generally improved over time? Sure. But that doesn't mean that each edition didn't have it's own feel and that different people will each have their own favored feels. [/QUOTE]
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