grodog
Hero
Over in the thread on Classic dungeons: What makes them great? @ http://www.enworld.org/showthread.php?t=205589 ehren37 made some comments that got me thinking about the perception that OD&D/AD&D play generally consisted of random, senseless save or die effects (or, just die):
I'm curious where the perception that AD&D/OD&D is save or die (or, to use the logical next step to ehren37's stance, "just die") originated, and, perhaps more importantly, why it is so often broadly applied to all D&D game play before 2e. Certainly Tomb of Horrors is a nasty adventure, and the classic killer dungeon, but it's designed to be such, similar to Necropolis, or Tomb of the Devil Lich, or Rappan Athuk, or Black Ice Well, etc., etc. My sense is that the modern perception of OD&D/AD&D games as death-trap meat-grinders is completely overblown. Neither ToH nor Orcus' wand define the standard OD&D/AD&D playing experience. IME.
Discuss!
ehren37 said:[snip]You open a door, the tarrasque eats you. If you'd opened the other door, the level fairy would have made yo 20th level though![snip]
CR isnt a straightjacket. Its a guideline for how tough a monster is. Sort of like "dungeon level" monsters were in 1st edition. Remember those? Or do you want to conveniently sweep those under the rug as well....
I'm curious where the perception that AD&D/OD&D is save or die (or, to use the logical next step to ehren37's stance, "just die") originated, and, perhaps more importantly, why it is so often broadly applied to all D&D game play before 2e. Certainly Tomb of Horrors is a nasty adventure, and the classic killer dungeon, but it's designed to be such, similar to Necropolis, or Tomb of the Devil Lich, or Rappan Athuk, or Black Ice Well, etc., etc. My sense is that the modern perception of OD&D/AD&D games as death-trap meat-grinders is completely overblown. Neither ToH nor Orcus' wand define the standard OD&D/AD&D playing experience. IME.
Discuss!
