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perception of OD&D/AD&D as random deathtraps
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<blockquote data-quote="Valiant" data-source="post: 3762174" data-attributes="member: 54792"><p>What is your point? </p><p></p><p>Look, Gygax didn't produce AD&D to please everybody. Certainly you are not pleased with the way he designed the game, nor the way he and his associates wrote dungeon modules. You prefer more detail, more logic (ecology etc.). I used to think the same way, but I've since come to my senses. </p><p>There are 2 things that need to be addressed: 1st is that the variety in dungeon details and logic are purposeful. Leaving blanks created a since of mystery and adventure (explaining everything would be boring). Same with the example above about not including names. These modules were written to spark the imaginations of the DM, to get them thinking and their energy flowing, about how to design their own campaigns (DM: "ahh so I can have spys working at taverns for neighboring kingdoms. I'll do something like that too"). Including information but not a name also helped draw the DM into the module, it made him an active partisipant in creating parts of it. It forced the DM to not just react to the module, but to be an active collaberator in the setting. It is a brilliant way to drag the fearful DM into the pit. And after all, many of those who purchased TSR modules were doing so because they didn't know how to make there own. Those that already new how to create modules didn't really need the guidance, still benifited from the large variety in styles presented. </p><p></p><p>Gygax shows you the Farrari, opens the door and hands you the keys. He may even give you some advice on how she handles in curves. But he realizes he can't drive it for you...that my friend you have to experiance for yourself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I once asked Gary why he didn't include more examples of combat, or give more details on how the rules worked. He said something like "the combat rules are basically very easy, DMs need help with everything else. It got me thinking, Gary was trying to give the DM the spirit of the game (which does not reside in combat rules, but rather in style). Such presentation also kept the DM and players seperated (those with the knowledge of the rules (DM), and those with none (players). </p><p></p><p>I think your asking the right questions. Many of these are the same I asked myself years ago. If your really interested in learning what AD&D is, and how it differs from 3E (and the 2 systems are almost complete opposites in many ways) perhaps you should run it one night. Heck, even play a solo game by yourself. Consider the things Foster mentioned above. As DM it is your world, your imagination the players are walking around in and exploring. Gary knows this well. Thats why he left blanks for you to fill. And of course, he knows any monkey DM worth his salt can come up with 2 dozen reasons for any situation (not that the DM has to explain anyway...players only know what they find out). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Valiant, post: 3762174, member: 54792"] What is your point? Look, Gygax didn't produce AD&D to please everybody. Certainly you are not pleased with the way he designed the game, nor the way he and his associates wrote dungeon modules. You prefer more detail, more logic (ecology etc.). I used to think the same way, but I've since come to my senses. There are 2 things that need to be addressed: 1st is that the variety in dungeon details and logic are purposeful. Leaving blanks created a since of mystery and adventure (explaining everything would be boring). Same with the example above about not including names. These modules were written to spark the imaginations of the DM, to get them thinking and their energy flowing, about how to design their own campaigns (DM: "ahh so I can have spys working at taverns for neighboring kingdoms. I'll do something like that too"). Including information but not a name also helped draw the DM into the module, it made him an active partisipant in creating parts of it. It forced the DM to not just react to the module, but to be an active collaberator in the setting. It is a brilliant way to drag the fearful DM into the pit. And after all, many of those who purchased TSR modules were doing so because they didn't know how to make there own. Those that already new how to create modules didn't really need the guidance, still benifited from the large variety in styles presented. Gygax shows you the Farrari, opens the door and hands you the keys. He may even give you some advice on how she handles in curves. But he realizes he can't drive it for you...that my friend you have to experiance for yourself. ;) I once asked Gary why he didn't include more examples of combat, or give more details on how the rules worked. He said something like "the combat rules are basically very easy, DMs need help with everything else. It got me thinking, Gary was trying to give the DM the spirit of the game (which does not reside in combat rules, but rather in style). Such presentation also kept the DM and players seperated (those with the knowledge of the rules (DM), and those with none (players). I think your asking the right questions. Many of these are the same I asked myself years ago. If your really interested in learning what AD&D is, and how it differs from 3E (and the 2 systems are almost complete opposites in many ways) perhaps you should run it one night. Heck, even play a solo game by yourself. Consider the things Foster mentioned above. As DM it is your world, your imagination the players are walking around in and exploring. Gary knows this well. Thats why he left blanks for you to fill. And of course, he knows any monkey DM worth his salt can come up with 2 dozen reasons for any situation (not that the DM has to explain anyway...players only know what they find out). ;) [/QUOTE]
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