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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3699494" data-attributes="member: 18549"><p>I have had the exact opposite experience. I taught myself to play all editions of D&D. In 1st ed., I had to memorize almost literally the entire Player's Handbook and Dungeon Master's Guide, because they were mined with odd rules that didn't follow a central system, were difficult to remember, and had major impacts on play if the situation they were designed to adjudicate ever came up.</p><p></p><p>In 3rd ed., it took me about 30 minutes to work out the basic system, and another 30 to learn Attacks of Opportunity and special combat actions. After that, it was just a question of looking up spells and feats on a case-by-case basis to understand what they do.</p><p></p><p></p><p></p><p>If there is a point to this, I've missed it. Exactly how does 3rd edition inhibit my inspiration? What is it about 1st ed. that provides it? I've played both extensively, and I don't have any idea where you're coming from with these vague edition war claims.</p><p></p><p></p><p>What, you mean like 1st ed? Seriously, all you really need to know to start playing 3rd ed., assuming your DM knows what he's doing, is this:</p><p></p><p>If you want to attempt to do something, ask the DM, roll a D20, add whatever bonus the DM tells you to, tell the DM what you got.</p><p></p><p>Spells complicate things, but they always did.</p><p></p><p></p><p>For what it's worth, I always hated Gygax's prose.</p><p></p><p></p><p>Considering that Robin Laws has penned some of the best advice to DMs that was ever written, and that advice was reprinted in the DMG II, I think that you're contradicting yourself.</p><p></p><p></p><p></p><p>This is about the last thing I'd do with my money. I can see where you'd perhaps want some sort of free workshop at a local gaming store as a promotional exercise, but charging people to learn how to use a game--and operating as though this were the standard way to learn it--is probably the quickest way to eliminate existing desire to learn the game.</p><p></p><p></p><p>That's nice. I happen to like them. I haven't opened my 1st ed. books in years, except to jog my memory concerning a few pieces of line art.</p><p></p><p>Boy oh boy, do these Edition Wars posts further the aims of constructive discussion. </p><p></p><p>"Older is better!"</p><p>"Nuh uh!"</p><p>"Uh huh!"</p><p>"Nuh uh! Gary rules!"</p><p>"No way! He sux!"</p><p>etc.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3699494, member: 18549"] I have had the exact opposite experience. I taught myself to play all editions of D&D. In 1st ed., I had to memorize almost literally the entire Player's Handbook and Dungeon Master's Guide, because they were mined with odd rules that didn't follow a central system, were difficult to remember, and had major impacts on play if the situation they were designed to adjudicate ever came up. In 3rd ed., it took me about 30 minutes to work out the basic system, and another 30 to learn Attacks of Opportunity and special combat actions. After that, it was just a question of looking up spells and feats on a case-by-case basis to understand what they do. If there is a point to this, I've missed it. Exactly how does 3rd edition inhibit my inspiration? What is it about 1st ed. that provides it? I've played both extensively, and I don't have any idea where you're coming from with these vague edition war claims. What, you mean like 1st ed? Seriously, all you really need to know to start playing 3rd ed., assuming your DM knows what he's doing, is this: If you want to attempt to do something, ask the DM, roll a D20, add whatever bonus the DM tells you to, tell the DM what you got. Spells complicate things, but they always did. For what it's worth, I always hated Gygax's prose. Considering that Robin Laws has penned some of the best advice to DMs that was ever written, and that advice was reprinted in the DMG II, I think that you're contradicting yourself. This is about the last thing I'd do with my money. I can see where you'd perhaps want some sort of free workshop at a local gaming store as a promotional exercise, but charging people to learn how to use a game--and operating as though this were the standard way to learn it--is probably the quickest way to eliminate existing desire to learn the game. That's nice. I happen to like them. I haven't opened my 1st ed. books in years, except to jog my memory concerning a few pieces of line art. Boy oh boy, do these Edition Wars posts further the aims of constructive discussion. "Older is better!" "Nuh uh!" "Uh huh!" "Nuh uh! Gary rules!" "No way! He sux!" etc. [/QUOTE]
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