perception of OD&D/AD&D as random deathtraps

I agree with Valiant about "playing blind". It seems to work for a lot of players learning the game -- they don't need to know how things work mechanically, just how to play their guy, as more experienced players and the DM warn them about AOO, explain the double move concept, show them which dice to roll, etc.

As a DM, I've taught a lot of friends the game . . . this seems the only practical way to do, rather than handling somebody the PHB and saying go memorize it. It was also works well with "returnees" coming from AD&D to 3.*e. For the one player coming from WOW, it didn't work out, but I think it was also a "speed of the game" issue for her.

But anyhow, I think this whole argument comes down to two different views on D&D.

- View 1: The hippy view. D&D is a total immersion experience. The rules are not as important as the feel being right. The DM inventing new rules that feel right is fine. If a DM says "no plate mail in my campaign", it's not a big deal. I played in an AD&D game with no metal at all -- that was interesting, not handicapping, because the game is about having fun and "exploring the world", not winning and following rules. In this view, the DM & players are cooperative, a band making a song, not playing against each other. It's not "cheating" for the DM to have different rules or riff on new ideas as he's going along. And win or lose, live or die, isn't necessarily the point -- it's having fun playing together with your friends that counts. For players, it's character and story driven, and rules guide or are fitted to character concepts, not something that's min-maxed to make the most efficient build. In this world, a character might wear bronze armor (even though the stats are weaker) because they're a visitor from a bronze-age culture, and they like ancient Greek stuff.

- View 2: The engineer view. D&D is a game, which means it's based on rules, which must be followed like a software program. If the rules are not followed precisely and known in advance to all participants, the game is wonky and the referee is cheating. The role of the DM is not author or creator, but central processing unit, which is given direct input, makes calculations, and generates the appropriate outputs with no unwanted "creative accounting". Like any game, the point of playing D&D is to win. Both in the PvDM sense of defeating all the monsters and getting their stuff, and in the PvP of leveling up fastest and having the best (most efficient) "build". In this world, a character would only wear bronze armor if they knew there were rust monsters about.

I think both views exist in all editions, but the 1st view is likely more common with old schoolers, and the 2nd view is more common with people who grew up with computer versions of RPG's.

I'm very much of the 1st view . . .
 

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Maggan said:
You make a persuasive point. :)

What makes a good fantasy name is possibly the biggest point of contention I've ever seen between gamers. I don't know that any two of us could agree on every name that's been used. I think leaving the names out was one of the most brilliant things about B2.

It might not be right for every module, but it'd be right for many modules that don't do it.
 

haakon1 said:
What issues do you have with Sunless Citadel? I'd be interested to hear 'em.

Well, I don't really care to bash it yet again. Plus, it's been seven years now, so I probably shouldn't even try.

Unfortunately, I couldn't dig up a link to any of my previous rants against it. Too bad I never put a review on my web site where I could find it.

I do remember--strangely enough--thinking that I might like it better if I converted it to classic D&D. For some reason.

In the end, though, I wouldn't have to have any issues with it to like B4 better. The important thing is that my group got much more fun out of B4 than they did TSC.
 

haakon1 said:
But anyhow, I think this whole argument comes down to two different views on D&D.

I suspect this goes without saying, but I'm going to say it anyway: It's probably more of a leaning one way or the other. Most of us probably have a mix of both.

At least, that's the case for me & my group.
 

I think both views exist in all editions, but the 1st view is likely more common with old schoolers, and the 2nd view is more common with people who grew up with computer versions of RPG's.

You had me until this one. The whole "3e is videogamey" is just another way of Godwinning the thread. It's totally unnecessary. Considering that EVERY 3e designer started with 1e, I'm not really sure if that can be said.

Heck, 3e is the game of choice around here, despite the fact that the average age is around 30+. Most of the people on ENWorld started with older editions, long before the CRPG was around.

Other than that last bit though, I agree with your point.
 

I think haakon1 characterizes the two basic views quite well.

I don't subscribe to the Ministry of Truth campaign that certain words used to characterize concepts must be stricken from the (discussion) language, i.e. "videogamey."

Where the 3e designers started playing is irrelevant, since the apparent overarching design principles were based on "market research" of what current (or modern) players want from the game.
 

haakon1 said:
But anyhow, I think this whole argument comes down to two different views on D&D.

- View 1: [snip]

- View 2: [snip]
That's really a gross oversimplification, imho. Preferring well-known and well-defined rules does neither imply nor dictate a style of 'playing to win' (as opposed to cooperative gaming) in any way.

And I am speaking from experience here:
I've had lot's of players that were trying to 'win the game' in games which were light on rules. I'd even argue, there are indications that a lack of precise rules favours this kind of play, because you can try to argue your way through everything.

And my current 3.5 campaign is (so far) characterized by a better degree of cooperation among the players (and between players and me as the DM) than any other game I've played in so far.

So it bears repeating: There's no inherent connection between those two styles of play and the amount/importance of rules.
 

haakon1 said:
- View 1: The hippy view. D&D is a total immersion experience. The rules are not as important as the feel being right. The DM inventing new rules that feel right is fine. If a DM says "no plate mail in my campaign", it's not a big deal. I played in an AD&D game with no metal at all -- that was interesting, not handicapping, because the game is about having fun and "exploring the world", not winning and following rules. In this view, the DM & players are cooperative, a band making a song, not playing against each other. It's not "cheating" for the DM to have different rules or riff on new ideas as he's going along. And win or lose, live or die, isn't necessarily the point -- it's having fun playing together with your friends that counts. For players, it's character and story driven, and rules guide or are fitted to character concepts, not something that's min-maxed to make the most efficient build. In this world, a character might wear bronze armor (even though the stats are weaker) because they're a visitor from a bronze-age culture, and they like ancient Greek stuff.

- View 2: The engineer view. D&D is a game, which means it's based on rules, which must be followed like a software program. If the rules are not followed precisely and known in advance to all participants, the game is wonky and the referee is cheating. The role of the DM is not author or creator, but central processing unit, which is given direct input, makes calculations, and generates the appropriate outputs with no unwanted "creative accounting". Like any game, the point of playing D&D is to win. Both in the PvDM sense of defeating all the monsters and getting their stuff, and in the PvP of leveling up fastest and having the best (most efficient) "build". In this world, a character would only wear bronze armor if they knew there were rust monsters about.
I'm not really an either/or on that choice too. I'm more 1 than 2, but I much prefer the "Just win, Baby!!" style of play. However, instead of optimizing rule after rule, I prefer having won because of superior play. We kicked @$$ and took names. (Not that everyone need play that way)

So we most certainly would change into bronze armor, if we suspected those damnable rust were unavoidably in our path. It's not necessary of course. That's my acting in character. My character fights to win. If I had made a character with religious taboos against wearing such metals, than yeah, I'd expect blowback if I did change into bronze.
 

Hussar said:
You had me until this one. The whole "3e is videogamey" is just another way of Godwinning the thread. It's totally unnecessary. Considering that EVERY 3e designer started with 1e, I'm not really sure if that can be said.

Heck, 3e is the game of choice around here, despite the fact that the average age is around 30+. Most of the people on ENWorld started with older editions, long before the CRPG was around.

Other than that last bit though, I agree with your point.

When I first played 3E I also got the "videogamey" vibe (as if every possible action has been broken down into a "move" the D20 replacing the video game buttons), and that was a year before I visited my first online FRPG Forum. I was shocked when I saw others had the same complaint, apparently it wasn't just me. Anyway, if you prefer the "buttons" (dodge, jump, bluff, tumble, fart, etc.) more power to you. I don't think just because you started with 1E means you can't prefer a more moderny video game feel to D&D. For some people, it just works better. ;)
 

Gentlegamer said:
I think haakon1 characterizes the two basic views quite well.

I don't subscribe to the Ministry of Truth campaign that certain words used to characterize concepts must be stricken from the (discussion) language, i.e. "videogamey."

Where the 3e designers started playing is irrelevant, since the apparent overarching design principles were based on "market research" of what current (or modern) players want from the game.


QFT
 

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