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<blockquote data-quote="jgsugden" data-source="post: 8245948" data-attributes="member: 2629"><p>It isn't the rules that most Grognard's remember with fondness - the 5E rules are almost universally superior to all prior editions. It was the environment.</p><p></p><p>There was no internet. There were no countless forums, tweets, etc... resolving rules issues. People did not spend 2 hours a day discussingt he game on the internet. They read the books. They occasionally referenced them, and they played. They interpreted vague rules. They made up new rules to path holes in the rules. The DM was <em>the</em> authority on the game. The players in the group and the DM formed the universe of the game, without concern that sage advice made a different recommendation on interpretation of the rules. It was intimate. </p><p></p><p>All information flowed downhill. The books (and Dragon Magazine) gave us the rules, the DM interpreted them, and the players accepted them (sometimes with feedback, but it was all being determined within the group). </p><p></p><p>I think it is similar to the difference between owning your own small business and working for a massive corporation. It is either all about your little world, or it is part of something massive - but that something massive leaves you far less control and ownership.</p><p></p><p>I think those of us that thrived in that early era still carry more of that individuality into our games with Homebrew monsters, homebrew spells variant rules, and deeper storytelling. We had 10 to 20 years training at it before the internet trained us away from it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8245948, member: 2629"] It isn't the rules that most Grognard's remember with fondness - the 5E rules are almost universally superior to all prior editions. It was the environment. There was no internet. There were no countless forums, tweets, etc... resolving rules issues. People did not spend 2 hours a day discussingt he game on the internet. They read the books. They occasionally referenced them, and they played. They interpreted vague rules. They made up new rules to path holes in the rules. The DM was [I]the[/I] authority on the game. The players in the group and the DM formed the universe of the game, without concern that sage advice made a different recommendation on interpretation of the rules. It was intimate. All information flowed downhill. The books (and Dragon Magazine) gave us the rules, the DM interpreted them, and the players accepted them (sometimes with feedback, but it was all being determined within the group). I think it is similar to the difference between owning your own small business and working for a massive corporation. It is either all about your little world, or it is part of something massive - but that something massive leaves you far less control and ownership. I think those of us that thrived in that early era still carry more of that individuality into our games with Homebrew monsters, homebrew spells variant rules, and deeper storytelling. We had 10 to 20 years training at it before the internet trained us away from it. [/QUOTE]
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