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<blockquote data-quote="Rob Kuntz" data-source="post: 8394956" data-attributes="member: 7015759"><p>Dave [Arneson] and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in DandD. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, DandD will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. DandD is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive". -- Gary Gygax, Alarums & Excursions #2, 1975</p><p></p><p>I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of DandD anyway.-- ibid.</p><p></p><p>“They [the rules] provide a framework around which you build a game of simplicity or tremendous complexity…” -- Gary Gygax. Introduction to OD&D, January, 1974.</p><p></p><p>"New details can be added and old "laws" altered so as to provide continually new and different situations." -- ibid.</p></blockquote><p></p>
[QUOTE="Rob Kuntz, post: 8394956, member: 7015759"] Dave [Arneson] and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in DandD. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, DandD will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. DandD is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive". -- Gary Gygax, Alarums & Excursions #2, 1975 I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of DandD anyway.-- ibid. “They [the rules] provide a framework around which you build a game of simplicity or tremendous complexity…” -- Gary Gygax. Introduction to OD&D, January, 1974. "New details can be added and old "laws" altered so as to provide continually new and different situations." -- ibid. [/QUOTE]
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