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<blockquote data-quote="Chaosmancer" data-source="post: 6961685" data-attributes="member: 6801228"><p>I completely agree that it is an interesting thing to look at and consider, however, you will find nothing but frustration if you attempt to apply objective truth to something as subjective as reading interpretation. </p><p></p><p>It seems clear to me that for [MENTION=15700]Sacrosanct[/MENTION] that paragraph was more than enough to encourage all the levels of role-playing they engaged in back when they played that edition. Furthermore, by looking only at the rulebook, we're missing a key component of the expeirence of learning the game. </p><p></p><p>Other people. </p><p></p><p>Dungeons and Dragons spread like a plague, the creators played at their table, told some friends who told some friends and it was off to the races. I'd imagine the first experience of the game for many people was hearing about some epic adventure an acquaintance went on. Why I'm bringing this up is because I imagine this is the origin of the various number of "One-True Wayisms". You want to play the game, sit down with Fido the Dungeon Master, and he helps you create a character. If he is telling you about how you create a persona in the game, then that is how you do it, if he says names don't matter, its all about that phat loot at the end, then that is how you see it. </p><p></p><p>The fact that the game was created and spread so quickly indicates for me that people wanted something like this, so for some people, all they needed was an excuse for creating a backstory and for others, it took a lot longer to wrap their heads around the idea. </p><p></p><p></p><p></p><p></p><p></p><p>And I agree all of that is an incredibly interesting discussion, but what we had was not that discussion. </p><p></p><p>For some people that single paragraph was all they needed to begin focusing on role-playing. For other people they glossed over it looking for the weapon charts or what have you. </p><p></p><p></p><p>Personally, one of the more interesting relics of the game that I've heard about is that Gold=EXP. That is fascinating to me, and has a ton of logistical problems along with it unless it was interpreted as getting the same amount of EXP as you receive gold. </p><p></p><p>But it definitely would have led to a vastly different style of play, the focus being on how to get the loot, whether through killing or sneaking or tricking. It would never work for some people, especially nowadays, as it is too easy to break if you allow selling things for gold to equal EXP, but it is an interesting thing to look back on and consider. </p><p></p><p></p><p>And, as an honest question, why do you think we still have EXP= Monster killing these days? I've personally never used EXP, I prefer milestones so I don't have to try and figure out how much XP the party gets for spending the day bartering with the local sages guild over access to a book on who knows what because I mentioned a name and they decided that was now the most important thing in the world to follow up on.... </p><p></p><p>Tangent, ever wonder what would happen if you just brought a shiny ball and a laserlight to the table instead of talking? I swear some of my players would be equally fascinated, because they must be at least part cat to get distracted so easily.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6961685, member: 6801228"] I completely agree that it is an interesting thing to look at and consider, however, you will find nothing but frustration if you attempt to apply objective truth to something as subjective as reading interpretation. It seems clear to me that for [MENTION=15700]Sacrosanct[/MENTION] that paragraph was more than enough to encourage all the levels of role-playing they engaged in back when they played that edition. Furthermore, by looking only at the rulebook, we're missing a key component of the expeirence of learning the game. Other people. Dungeons and Dragons spread like a plague, the creators played at their table, told some friends who told some friends and it was off to the races. I'd imagine the first experience of the game for many people was hearing about some epic adventure an acquaintance went on. Why I'm bringing this up is because I imagine this is the origin of the various number of "One-True Wayisms". You want to play the game, sit down with Fido the Dungeon Master, and he helps you create a character. If he is telling you about how you create a persona in the game, then that is how you do it, if he says names don't matter, its all about that phat loot at the end, then that is how you see it. The fact that the game was created and spread so quickly indicates for me that people wanted something like this, so for some people, all they needed was an excuse for creating a backstory and for others, it took a lot longer to wrap their heads around the idea. And I agree all of that is an incredibly interesting discussion, but what we had was not that discussion. For some people that single paragraph was all they needed to begin focusing on role-playing. For other people they glossed over it looking for the weapon charts or what have you. Personally, one of the more interesting relics of the game that I've heard about is that Gold=EXP. That is fascinating to me, and has a ton of logistical problems along with it unless it was interpreted as getting the same amount of EXP as you receive gold. But it definitely would have led to a vastly different style of play, the focus being on how to get the loot, whether through killing or sneaking or tricking. It would never work for some people, especially nowadays, as it is too easy to break if you allow selling things for gold to equal EXP, but it is an interesting thing to look back on and consider. And, as an honest question, why do you think we still have EXP= Monster killing these days? I've personally never used EXP, I prefer milestones so I don't have to try and figure out how much XP the party gets for spending the day bartering with the local sages guild over access to a book on who knows what because I mentioned a name and they decided that was now the most important thing in the world to follow up on.... Tangent, ever wonder what would happen if you just brought a shiny ball and a laserlight to the table instead of talking? I swear some of my players would be equally fascinated, because they must be at least part cat to get distracted so easily. [/QUOTE]
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