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<blockquote data-quote="transmission89" data-source="post: 8247493" data-attributes="member: 6688441"><p>Oh good lord. I said I didn’t need to tailor it around the ability of my players specifically because I wasn’t using a new school rule set. And my original statement which took on you on this bizarre tangent:</p><p></p><p>“I’ll take that over having to gauge the constant impact of a plethora of various codified abilities and hard coded rules on my adventure design any day.”</p><p></p><p>There are two separate points (and I’ll be charitable to your misreading and say it was too ambiguously worded and open to misinterpretation)</p><p>point 1) I’ll take that over having to gauge the constant impact of a plethora of various codified abilities in reference to who I was replying to around abilities.</p><p>point 2) and hard coded rules on my adventure design any day.</p><p></p><p>is what I was trying to express.</p><p>You can continue claiming what my views on adventure design are for me if you wish, but my comments (particularly in the dungeon crawl thread) espouse a very different view. But please, carry on if it makes you happy.</p><p></p><p>As to your other points, I have no paranoia or trust issues. I was pointing out that that was a mark of new school thinking in reaction to old school approaches. Which you so eloquently demonstrated in the vocabulary used describing the DM in your first reply and continue to use in this one. In fact, I was making the opposite point, that the old school perspective relies on it.</p><p></p><p>Your need for the players to pitch in is also self defeating from your position. You need it because as a GM, you’re so busy mentally doing x,y,z. Which, with old school slimmer rules sets, is not as burdensome. which was exactly my point!</p><p>You also jumped in my reply to looking at it from player accessibility.</p><p>Which is why I was talking about players not needing to know the rules. It’s my ability as DM to act as an interface to help. If a player is comfortable with the rules, great! With your players needing to pitch in and know their own stuff, this automatically drops accessibility. Which again, makes my point for me.</p><p></p><p>So thank you for your agreement in what I was saying there. <img class="smilie smilie--emoji" loading="lazy" alt="👍" title="Thumbs up :thumbsup:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" data-shortname=":thumbsup:" /></p><p></p><p>I’m also not sure what your intended outcome for your posts are??</p><p></p><p>The topic of the thread is why we still play the older editions. I’ve posted about why I enjoy them and personally prefer them to modern iterations. If you enjoy the modern editions great! Good for you.</p><p>I’m just not seeing the point of you posting your views about the older edition’s flaws and the virtues of the modern editions. Given that the majority here, as by definition of the thread, have talked about why they stay (or at least play in addition to new versions)</p></blockquote><p></p>
[QUOTE="transmission89, post: 8247493, member: 6688441"] Oh good lord. I said I didn’t need to tailor it around the ability of my players specifically because I wasn’t using a new school rule set. And my original statement which took on you on this bizarre tangent: “I’ll take that over having to gauge the constant impact of a plethora of various codified abilities and hard coded rules on my adventure design any day.” There are two separate points (and I’ll be charitable to your misreading and say it was too ambiguously worded and open to misinterpretation) point 1) I’ll take that over having to gauge the constant impact of a plethora of various codified abilities in reference to who I was replying to around abilities. point 2) and hard coded rules on my adventure design any day. is what I was trying to express. You can continue claiming what my views on adventure design are for me if you wish, but my comments (particularly in the dungeon crawl thread) espouse a very different view. But please, carry on if it makes you happy. As to your other points, I have no paranoia or trust issues. I was pointing out that that was a mark of new school thinking in reaction to old school approaches. Which you so eloquently demonstrated in the vocabulary used describing the DM in your first reply and continue to use in this one. In fact, I was making the opposite point, that the old school perspective relies on it. Your need for the players to pitch in is also self defeating from your position. You need it because as a GM, you’re so busy mentally doing x,y,z. Which, with old school slimmer rules sets, is not as burdensome. which was exactly my point! You also jumped in my reply to looking at it from player accessibility. Which is why I was talking about players not needing to know the rules. It’s my ability as DM to act as an interface to help. If a player is comfortable with the rules, great! With your players needing to pitch in and know their own stuff, this automatically drops accessibility. Which again, makes my point for me. So thank you for your agreement in what I was saying there. 👍 I’m also not sure what your intended outcome for your posts are?? The topic of the thread is why we still play the older editions. I’ve posted about why I enjoy them and personally prefer them to modern iterations. If you enjoy the modern editions great! Good for you. I’m just not seeing the point of you posting your views about the older edition’s flaws and the virtues of the modern editions. Given that the majority here, as by definition of the thread, have talked about why they stay (or at least play in addition to new versions) [/QUOTE]
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