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<blockquote data-quote="Ariosto" data-source="post: 5407522" data-attributes="member: 80487"><p>I don't give a fig how much "material prep" someone has done!</p><p></p><p>I care about whether I am free to make any legal move, to go all over the map just as in any of the countless boardgames, and engage in activities not previously defined as in many of the Game-Mastered games and campaigns, that informed the creation of Dungeons and Dragons -- the original adult role-playing game.</p><p></p><p>It is of only historical interest how many previous expeditions into the dungeons beneath Blackmoor Castle or the wilderness beyond have been made over the years when it's the first time for me. Over how long a period records of the environs grew from the initial sketchy maps is only of similar interest.</p><p></p><p>What matters is how we play.</p><p></p><p>The difference between an old-style campaign and a limited scenario is simply stark. It is as obvious as it would be in a non-fantasy wargame campaign, or a Braunstein or "Killer" game, or what have you.</p><p></p><p>It's not some navel-gazing metaphysical issue with there being (literally or figuratively) an edge of the board or -- at least nominally -- some other limit to the game. We could theoretically push that envelope if we hit it, but those artificial barriers are slamming shut WAY before then.</p><p></p><p>Dump the notion that there is such a thing as "<em>the</em> adventure" or "<em>the</em> plot", and you are free of the necessity to do anything to cater to what was just a notion in the first place. The game proceeds just fine without it, just as do the vast majority of games in this wide world. It's a step back to the basics.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5407522, member: 80487"] I don't give a fig how much "material prep" someone has done! I care about whether I am free to make any legal move, to go all over the map just as in any of the countless boardgames, and engage in activities not previously defined as in many of the Game-Mastered games and campaigns, that informed the creation of Dungeons and Dragons -- the original adult role-playing game. It is of only historical interest how many previous expeditions into the dungeons beneath Blackmoor Castle or the wilderness beyond have been made over the years when it's the first time for me. Over how long a period records of the environs grew from the initial sketchy maps is only of similar interest. What matters is how we play. The difference between an old-style campaign and a limited scenario is simply stark. It is as obvious as it would be in a non-fantasy wargame campaign, or a Braunstein or "Killer" game, or what have you. It's not some navel-gazing metaphysical issue with there being (literally or figuratively) an edge of the board or -- at least nominally -- some other limit to the game. We could theoretically push that envelope if we hit it, but those artificial barriers are slamming shut WAY before then. Dump the notion that there is such a thing as "[i]the[/i] adventure" or "[i]the[/i] plot", and you are free of the necessity to do anything to cater to what was just a notion in the first place. The game proceeds just fine without it, just as do the vast majority of games in this wide world. It's a step back to the basics. [/QUOTE]
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