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General Tabletop Discussion
*TTRPGs General
perception of OD&D/AD&D as random deathtraps
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<blockquote data-quote="Valiant" data-source="post: 3762527" data-attributes="member: 54792"><p>1. Combat variation is irrelevant. Each table did it there own way back in the day. Yet we all experianced the same thing basically. As long as the DM had a way to figure out who went first, and it was 2 sided, the experiance was pretty much identical for the players. </p><p></p><p>2. Tables, there we agree. <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=";)" /> This created the uncertainty and mystery for the players. And it allowed them to focus on their imagination rather then their sheet. Thats what tables are for in real life too (so you can focus on other tasks rather then number crunch). </p><p></p><p>3. We rotated DMs as well. But we all respected the final call was the DMs and not the players. If you bullied your DM you were considered a jerk, and the DM asked you to leave his table. Thats one of the reasons you rotate DMs in the first place. Eventually DMs take from each other and end up with a similar style. So yes, in 1E DM was GOD. It was his reality you crawled around in. At any moment the DM could kill you if he wished, or make you a king. Yet his job was supposed to be impartial, and the good DM played that way.</p><p></p><p>4. Large dungeon focus (say inside a dungeon 80% of the time) was a halmark of AD&D. The rules allowed for fast battle resolution, esp. of large battles (something 3E doesn't do). When I'm done with a big battle in 3E (as DM or player) I'm exhausted. In 1E I don't even break a sweat and am ready to move on to the next 20 orcs. Thus, the rules of 3E inhibit the use of large dungeons with lots of action. I've tried to use 1E era modules with 3E, and the results were disasterous. It took forever to resolve the simplist battles. Not just for me but for my players (who stumbled around trying to figure out there chances to do stuff). Yep, long dungeons are the exception in 3E not the rule (as far as I've seen). In 1E it was the opposite. </p><p></p><p>5. Role play. It sounds like you were doing it already. You don't have to know what something is to use it. You could speak English well before you new the definition of words, the rules to making sentances in proper English right? Its the same here. Remember, Role Play when it refers to RPGs relates to the "Cowboy and Indians" aspect of the game (ie just pretending to be in another reality with your friends). Role Play in FRPGs does not equate to thespian acting.</p><p></p><p>As for Dragonlance, that was the first shift in module design that tried to suck players out of their home brewed campaigns into a published one. That was my point, not some calander date.</p></blockquote><p></p>
[QUOTE="Valiant, post: 3762527, member: 54792"] 1. Combat variation is irrelevant. Each table did it there own way back in the day. Yet we all experianced the same thing basically. As long as the DM had a way to figure out who went first, and it was 2 sided, the experiance was pretty much identical for the players. 2. Tables, there we agree. ;) This created the uncertainty and mystery for the players. And it allowed them to focus on their imagination rather then their sheet. Thats what tables are for in real life too (so you can focus on other tasks rather then number crunch). 3. We rotated DMs as well. But we all respected the final call was the DMs and not the players. If you bullied your DM you were considered a jerk, and the DM asked you to leave his table. Thats one of the reasons you rotate DMs in the first place. Eventually DMs take from each other and end up with a similar style. So yes, in 1E DM was GOD. It was his reality you crawled around in. At any moment the DM could kill you if he wished, or make you a king. Yet his job was supposed to be impartial, and the good DM played that way. 4. Large dungeon focus (say inside a dungeon 80% of the time) was a halmark of AD&D. The rules allowed for fast battle resolution, esp. of large battles (something 3E doesn't do). When I'm done with a big battle in 3E (as DM or player) I'm exhausted. In 1E I don't even break a sweat and am ready to move on to the next 20 orcs. Thus, the rules of 3E inhibit the use of large dungeons with lots of action. I've tried to use 1E era modules with 3E, and the results were disasterous. It took forever to resolve the simplist battles. Not just for me but for my players (who stumbled around trying to figure out there chances to do stuff). Yep, long dungeons are the exception in 3E not the rule (as far as I've seen). In 1E it was the opposite. 5. Role play. It sounds like you were doing it already. You don't have to know what something is to use it. You could speak English well before you new the definition of words, the rules to making sentances in proper English right? Its the same here. Remember, Role Play when it refers to RPGs relates to the "Cowboy and Indians" aspect of the game (ie just pretending to be in another reality with your friends). Role Play in FRPGs does not equate to thespian acting. As for Dragonlance, that was the first shift in module design that tried to suck players out of their home brewed campaigns into a published one. That was my point, not some calander date. [/QUOTE]
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