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General Tabletop Discussion
*Dungeons & Dragons
On the Inscrutability of AD&D and Ye Olde Styles of Play
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<blockquote data-quote="Henry" data-source="post: 7622643" data-attributes="member: 158"><p>I think part of the broad brush with which early D&D is painted is due to historical distance, but also because Gygax and other TSR authors (such as the infamous Roger Moore “Tucker’s Kobolds” story) talked about these early tendencies and how they were prevalent, and how we shouldn’t do them; therefore, just like a historian who reads partial historical records and draws conclusions without personal witness accounts to set context, people who weren’t alive or present during the early events go with the knowledge available to them — which early modules and articles say was full of murderhoboing and mayhem and very little roleplay driving story.</p><p></p><p>Forgotten are stories of how Rob Kuntz’s Robilar tried multiple experiments to travel to the Moon (including even one with special geese and magical brass carriages), or how his NPC henchman Quij made a rain poncho out of a Carpet of Flying, or how Murlynd loved the Earth Old West so much he traveled there to bring back Colt Peacemakers, or Mordenkainen’s experiments into politics, etc. etc. Stories such as these reinforce the lack of uniformity of these early games, and the really whimsical natures of early gamers. Despite the gulf of years and gaming systems, people like Gary Gygax and his early crew, and Matt Mercer and his crew, are kindred spirits when it comes to the level of silliness and fourth wall breaking that shows up in their games - it’s just that Gary’s crew’s jokes are about Kung-Fu and Westerns and in-jokes for spell components; Critical Role’s jokes are about Rock Harpists, calling fantasy Ubers, and Vanessa Carlton lyrics.</p></blockquote><p></p>
[QUOTE="Henry, post: 7622643, member: 158"] I think part of the broad brush with which early D&D is painted is due to historical distance, but also because Gygax and other TSR authors (such as the infamous Roger Moore “Tucker’s Kobolds” story) talked about these early tendencies and how they were prevalent, and how we shouldn’t do them; therefore, just like a historian who reads partial historical records and draws conclusions without personal witness accounts to set context, people who weren’t alive or present during the early events go with the knowledge available to them — which early modules and articles say was full of murderhoboing and mayhem and very little roleplay driving story. Forgotten are stories of how Rob Kuntz’s Robilar tried multiple experiments to travel to the Moon (including even one with special geese and magical brass carriages), or how his NPC henchman Quij made a rain poncho out of a Carpet of Flying, or how Murlynd loved the Earth Old West so much he traveled there to bring back Colt Peacemakers, or Mordenkainen’s experiments into politics, etc. etc. Stories such as these reinforce the lack of uniformity of these early games, and the really whimsical natures of early gamers. Despite the gulf of years and gaming systems, people like Gary Gygax and his early crew, and Matt Mercer and his crew, are kindred spirits when it comes to the level of silliness and fourth wall breaking that shows up in their games - it’s just that Gary’s crew’s jokes are about Kung-Fu and Westerns and in-jokes for spell components; Critical Role’s jokes are about Rock Harpists, calling fantasy Ubers, and Vanessa Carlton lyrics. [/QUOTE]
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On the Inscrutability of AD&D and Ye Olde Styles of Play
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