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General Tabletop Discussion
*Dungeons & Dragons
"Player Skill" versus DM Ingenuity as a playstyle.
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<blockquote data-quote="bloodtide" data-source="post: 9347413" data-attributes="member: 6684958"><p>Yes. </p><p></p><p>So, much like today, there are gamers that only want to play in "offical D&D modules". As soon as you say homebrew, they are out. Official stuff only. Another group of gamers had the focus of "checking off" all the offical modules. They would have the three pages of the TSR Hobby Shop Magazine, that they would carry around with them like a Badge of Coolness. And they would put big red 'X's through the modules they had played through....and the real cool kids had them all x'ed out.</p><p></p><p>Also....while some people grew up next to a massive D&D-Mart....most people did not. At least half of the bookstores did not even carry D&D stuff, and the few that did just tossed it way in the back on the 'games and puzzles' shelf. And even that shelf did not have much. Sure they likey had a PH or DMG....but anything else was hit or miss. And they likely only had five copies. So, anyone person might well be the only person around to have an individual adventure module. </p><p></p><p>A lot of Forever Players would not buy adventure modules, so a typical group only had whatever the Forever DM had....like maybe 1 to 5 of them. So some groups would jut run through all five adventure modules.....and then just re run through them again....and again. And that DM with just one adventure module, well they would just play it over and over and over again. For a lot of gamers, adventure modules like Keep on the Borderlands or The Lost City are ones they have played through 20, 30, 50 or 100 times.....or more.</p><p></p><p>So, yes, it was very common to play through an adventure module where all the players knew it well....and often did things like "ok, so we know the third tile has the trap on it, so we don't step on that.". PC knew what the players knew.....and, after all most players were playing their character as themselves anyway.</p><p></p><p>And again, while it was rare for most players to buy too much more then the PH, even just by game play all the players would know all the things from the common books. Other then today most players buy everything, it has not changed much. After a bit, most players know everything in the core rules.</p><p></p><p>"Arms race" does not seem like a good fit. It was just players knowing the common stuff. Every chest might be a mimic...yea, every player knew this. It was more about keeping the game fresh and exciting.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9347413, member: 6684958"] Yes. So, much like today, there are gamers that only want to play in "offical D&D modules". As soon as you say homebrew, they are out. Official stuff only. Another group of gamers had the focus of "checking off" all the offical modules. They would have the three pages of the TSR Hobby Shop Magazine, that they would carry around with them like a Badge of Coolness. And they would put big red 'X's through the modules they had played through....and the real cool kids had them all x'ed out. Also....while some people grew up next to a massive D&D-Mart....most people did not. At least half of the bookstores did not even carry D&D stuff, and the few that did just tossed it way in the back on the 'games and puzzles' shelf. And even that shelf did not have much. Sure they likey had a PH or DMG....but anything else was hit or miss. And they likely only had five copies. So, anyone person might well be the only person around to have an individual adventure module. A lot of Forever Players would not buy adventure modules, so a typical group only had whatever the Forever DM had....like maybe 1 to 5 of them. So some groups would jut run through all five adventure modules.....and then just re run through them again....and again. And that DM with just one adventure module, well they would just play it over and over and over again. For a lot of gamers, adventure modules like Keep on the Borderlands or The Lost City are ones they have played through 20, 30, 50 or 100 times.....or more. So, yes, it was very common to play through an adventure module where all the players knew it well....and often did things like "ok, so we know the third tile has the trap on it, so we don't step on that.". PC knew what the players knew.....and, after all most players were playing their character as themselves anyway. And again, while it was rare for most players to buy too much more then the PH, even just by game play all the players would know all the things from the common books. Other then today most players buy everything, it has not changed much. After a bit, most players know everything in the core rules. "Arms race" does not seem like a good fit. It was just players knowing the common stuff. Every chest might be a mimic...yea, every player knew this. It was more about keeping the game fresh and exciting. [/QUOTE]
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"Player Skill" versus DM Ingenuity as a playstyle.
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