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On Powerful Classes, 1e, and why the Original Gygaxian Gatekeeping Failed
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8253666" data-attributes="member: 82106"><p>Yeah, I don't have a copy of Arduin Grimoire at this point. It was very popular on the West Coast, not so much back East or in the Midwest. Anyway, it didn't seem to stick around past about 1979 when 1e was completed, there were no rewrites or new editions to polish it up, etc. I guess you could say that the 'Immortals' rules of BECMI were somewhat a response to it, but that didn't come out until years after AG was dust.</p><p></p><p>Judges Guild was influential in terms of supplementary material, but they published very little in terms of additions to the core rules. They had the City State/Wilderlands material, and some adventures, etc. I think there was a bit of a tacit understanding there with TSR about not treading into the rules area and thus not getting into a legal tangle. Anyway, ICE soon began to carry the torch of both JG and AG in terms of creating a more expansive and detailed rule set that could be meshed with D&D, as well as some campaign material you could use with it. RM proper didn't come out until 1980, so it didn't influence 1e directly, but maybe the 'Law books' might have, slightly. Honestly I never got the impression that Gary even read other RPGs, at least not back in those days. </p><p></p><p>T&T was big in some places. It has the virtue (at least early editions did, I have not seen anything published since the late 70's) of being incredibly easy and quick to create a character, and combat can often be resolved in a single toss of the dice. Likewise other situations could be resolved pretty quickly, although you could really get as detailed as you wanted to in terms of RP situations, and the game has a pretty well-developed set of character abilities. I think one issue with it was simply that D&D was more prevalent, and T&T caters to a very similar sort of fantasy genre and milieu. One of its main forte was PBM, and Flying Buffalo managed a large number of PBM games.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8253666, member: 82106"] Yeah, I don't have a copy of Arduin Grimoire at this point. It was very popular on the West Coast, not so much back East or in the Midwest. Anyway, it didn't seem to stick around past about 1979 when 1e was completed, there were no rewrites or new editions to polish it up, etc. I guess you could say that the 'Immortals' rules of BECMI were somewhat a response to it, but that didn't come out until years after AG was dust. Judges Guild was influential in terms of supplementary material, but they published very little in terms of additions to the core rules. They had the City State/Wilderlands material, and some adventures, etc. I think there was a bit of a tacit understanding there with TSR about not treading into the rules area and thus not getting into a legal tangle. Anyway, ICE soon began to carry the torch of both JG and AG in terms of creating a more expansive and detailed rule set that could be meshed with D&D, as well as some campaign material you could use with it. RM proper didn't come out until 1980, so it didn't influence 1e directly, but maybe the 'Law books' might have, slightly. Honestly I never got the impression that Gary even read other RPGs, at least not back in those days. T&T was big in some places. It has the virtue (at least early editions did, I have not seen anything published since the late 70's) of being incredibly easy and quick to create a character, and combat can often be resolved in a single toss of the dice. Likewise other situations could be resolved pretty quickly, although you could really get as detailed as you wanted to in terms of RP situations, and the game has a pretty well-developed set of character abilities. I think one issue with it was simply that D&D was more prevalent, and T&T caters to a very similar sort of fantasy genre and milieu. One of its main forte was PBM, and Flying Buffalo managed a large number of PBM games. [/QUOTE]
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