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RPGing and imagination: a fundamental point
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<blockquote data-quote="aramis erak" data-source="post: 9202563" data-attributes="member: 6779310"><p>You have, intended or not, excluded the subset of D&D players for whom it's one of several boardgame modes...</p><p></p><p>Modes I've played using, mind you:</p><ul> <li data-xf-list-type="ul">Pure fight resolution, plot on hard rails between fights. Literally no descriptions other than the ones from the MM, and only actions describe by the mechanical state choices</li> <li data-xf-list-type="ul">Play as a mechanical procedural - the fiction state is purely what's generated mechanically, and usually reflected on map, but with choices to make. This is how I ran D&D in 1981, from Moldvay as a rulesbook. We did borrow (and I manually copied) the AD&D race rules... but only allowed the Moldvay human classes.</li> <li data-xf-list-type="ul">Play as a press your luck board game of bits on a map - essentially GW's HeroQuest but with more detail and less clear rules.</li> </ul><p>Imagining the character as having a story state not reflected on the sheet nor map is a distinctly lacking bit of instruction in OE 6th to 9th prints, and in Moldvay. One can see implications of it in the Moldvay example text. Likewise, the missing "roll 1d20 vs att" rule -- we see it in action in the example. But for one unfamiliar with story mode, making that leap can be hard.</p><p></p><p>I'll paraphrased a rather notable non-D&D dev on OE - what he saw in the books completely didn't match what he'd encountered at GenCon in 1974... His name? <em>Ken StAndre</em>. Wrote<em> <u>Tunnels and Trolls</u></em>, <em><u>Monsters! Monsters!</u></em>, (both using the same T&T engine) and the first edition of <em><u>Stormbringer</u></em> (using BRP).</p><p></p><p>Likewise, WFRP 1E can readily be played in the same modes - but if you thought HeroQuest was hard, WFRP 1E with the in boardgame mode using the same monsters makes it look a cakewalk.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9202563, member: 6779310"] You have, intended or not, excluded the subset of D&D players for whom it's one of several boardgame modes... Modes I've played using, mind you: [LIST] [*]Pure fight resolution, plot on hard rails between fights. Literally no descriptions other than the ones from the MM, and only actions describe by the mechanical state choices [*]Play as a mechanical procedural - the fiction state is purely what's generated mechanically, and usually reflected on map, but with choices to make. This is how I ran D&D in 1981, from Moldvay as a rulesbook. We did borrow (and I manually copied) the AD&D race rules... but only allowed the Moldvay human classes. [*]Play as a press your luck board game of bits on a map - essentially GW's HeroQuest but with more detail and less clear rules. [/LIST] Imagining the character as having a story state not reflected on the sheet nor map is a distinctly lacking bit of instruction in OE 6th to 9th prints, and in Moldvay. One can see implications of it in the Moldvay example text. Likewise, the missing "roll 1d20 vs att" rule -- we see it in action in the example. But for one unfamiliar with story mode, making that leap can be hard. I'll paraphrased a rather notable non-D&D dev on OE - what he saw in the books completely didn't match what he'd encountered at GenCon in 1974... His name? [I]Ken StAndre[/I]. Wrote[I] [U]Tunnels and Trolls[/U][/I], [I][U]Monsters! Monsters![/U][/I], (both using the same T&T engine) and the first edition of [I][U]Stormbringer[/U][/I] (using BRP). Likewise, WFRP 1E can readily be played in the same modes - but if you thought HeroQuest was hard, WFRP 1E with the in boardgame mode using the same monsters makes it look a cakewalk. [/QUOTE]
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