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On Skilled Play: D&D as a Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8291233" data-attributes="member: 82106"><p>Right, but what was 1e doing for you there? I mean, as a game and in terms of the intent of how it would be played, its default agendas, its process, rules, etc.? 1e characters, for example, are pretty fragile (even a 5th level fighter has only about 25 hit points, which 3 orcs could relieve you of in one round of combat, or a 30' fall could kill you, etc.), failing a save will off you a LOT. Its hard to play a game of character drama given that (I have run low-lethality 1e games, but you do have to restrict the type of elements which appear in the game with any regularity). Nobody can say anyone is 'playing wrong', but at the same time if you ran that game using Burning Wheel it would be easier and more reliable at running that sort of game. Those are the kinds of things we normally talk about, not who is 'right' or 'wrong' in how they play.</p><p></p><p>I would say the same thing vis-a-vis 5e. Given its lack of turn-based exploration rules, the ease of getting light and other necessities, the lower criticality of injury and general ability of characters to withstand damage, etc. Is it the ideal game for a dungeon crawl, or will D&D 1e, which has all that stuff and more, provide that experience more conveniently and reliably? Why? These are the things most of us discuss in this sort of thread.</p><p></p><p>I never played VtM, but my understanding is a large part of the rules, a central part, involves the psychological/spiritual effects of vampirism on the PCs. I would call those rules related to characterization and thus to 'role play' generally. Another major element has to do with the various clans, or whatever they ended up calling them, and how they interrelate, which is setting and RP I would say.</p><p></p><p>Well, yes, but more because what you DO and ENCOUNTER in the game is pretty much up to the GM! They build a world, frame all the scenes in it, decide what happens when you take an action (success or failure, both up to them, as is if you roll dice, etc.). If the players have any input at all beyond class/race/equipment, and possibly the order of their ability scores, it is only things like background which the DM grants them a pass to invent, and may demand to approve or disapprove. Gygax gives an example of a PC being allowed to draw a map of the hex his castle is being built in, that kind of thing. There's no principle or process of play that provides for player input to the content or direction of the game, beyond which direction their PCs head in, etc.</p><p></p><p>LOL</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8291233, member: 82106"] Right, but what was 1e doing for you there? I mean, as a game and in terms of the intent of how it would be played, its default agendas, its process, rules, etc.? 1e characters, for example, are pretty fragile (even a 5th level fighter has only about 25 hit points, which 3 orcs could relieve you of in one round of combat, or a 30' fall could kill you, etc.), failing a save will off you a LOT. Its hard to play a game of character drama given that (I have run low-lethality 1e games, but you do have to restrict the type of elements which appear in the game with any regularity). Nobody can say anyone is 'playing wrong', but at the same time if you ran that game using Burning Wheel it would be easier and more reliable at running that sort of game. Those are the kinds of things we normally talk about, not who is 'right' or 'wrong' in how they play. I would say the same thing vis-a-vis 5e. Given its lack of turn-based exploration rules, the ease of getting light and other necessities, the lower criticality of injury and general ability of characters to withstand damage, etc. Is it the ideal game for a dungeon crawl, or will D&D 1e, which has all that stuff and more, provide that experience more conveniently and reliably? Why? These are the things most of us discuss in this sort of thread. I never played VtM, but my understanding is a large part of the rules, a central part, involves the psychological/spiritual effects of vampirism on the PCs. I would call those rules related to characterization and thus to 'role play' generally. Another major element has to do with the various clans, or whatever they ended up calling them, and how they interrelate, which is setting and RP I would say. Well, yes, but more because what you DO and ENCOUNTER in the game is pretty much up to the GM! They build a world, frame all the scenes in it, decide what happens when you take an action (success or failure, both up to them, as is if you roll dice, etc.). If the players have any input at all beyond class/race/equipment, and possibly the order of their ability scores, it is only things like background which the DM grants them a pass to invent, and may demand to approve or disapprove. Gygax gives an example of a PC being allowed to draw a map of the hex his castle is being built in, that kind of thing. There's no principle or process of play that provides for player input to the content or direction of the game, beyond which direction their PCs head in, etc. LOL [/QUOTE]
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