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<blockquote data-quote="JPL" data-source="post: 5024733" data-attributes="member: 1964"><p>As to "adventure and the shared world in which they took place," I would take the non-crunch portions of DMG 4.0 and DMG2 4.0 over anything that was ever published for first edition. 4th Edition provides both players and DMs a wealth of advice about how to actually run an entertaining game. Maybe some people found those 1st edition DMG lists of different titles of nobility or purported magical properties of different semi-precious stones more conductive to a fun game than the 4th edition DM advice . . . </p><p></p><p>Whether the "shared world" is better than in previous editions is sort of a matter of taste. I would note that there has been a conscious effort to tie mechanics to the background of the world --- the relationship between gods and primordials and primal spirits, the streamlined cosmology, the origins of various monsters and races. 1st Edition, bless its heart, gave us Deities and Demigods without really explaining what use we might make of the stats for the Egyptian pantheon. I guess you could call it a toolbox approach, but there were a lot of tools you didn't need and no instructions as to how to use the tools you DID need.</p><p></p><p>As I see it, it's an unfair comparison, because 4th Edition stands on the shoulders of giants. It's the first edition that really embraces that D&D is D&D --- not a weird hybrid wargame / improvised theatre with everything Gygax had on his bookshelf slapped together, but rather, the experience that evolved from those origins.</p></blockquote><p></p>
[QUOTE="JPL, post: 5024733, member: 1964"] As to "adventure and the shared world in which they took place," I would take the non-crunch portions of DMG 4.0 and DMG2 4.0 over anything that was ever published for first edition. 4th Edition provides both players and DMs a wealth of advice about how to actually run an entertaining game. Maybe some people found those 1st edition DMG lists of different titles of nobility or purported magical properties of different semi-precious stones more conductive to a fun game than the 4th edition DM advice . . . Whether the "shared world" is better than in previous editions is sort of a matter of taste. I would note that there has been a conscious effort to tie mechanics to the background of the world --- the relationship between gods and primordials and primal spirits, the streamlined cosmology, the origins of various monsters and races. 1st Edition, bless its heart, gave us Deities and Demigods without really explaining what use we might make of the stats for the Egyptian pantheon. I guess you could call it a toolbox approach, but there were a lot of tools you didn't need and no instructions as to how to use the tools you DID need. As I see it, it's an unfair comparison, because 4th Edition stands on the shoulders of giants. It's the first edition that really embraces that D&D is D&D --- not a weird hybrid wargame / improvised theatre with everything Gygax had on his bookshelf slapped together, but rather, the experience that evolved from those origins. [/QUOTE]
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