Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Sense of Wonder: What is it to you?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jdrakeh" data-source="post: 3681154" data-attributes="member: 13892"><p>People often talk about that Sense of Wonder that they had when they first entered into this hobby and that has since dissipated -- bust just what <em>is</em> this mysterious Sense of Wonder? What things fostered these feelings in you? For me, personally, there were a few things that really did it. . . </p><p></p><p><strong>Open Campaign Settings</strong></p><p></p><p>Way back when, in the days when D&D was a lone box set and Runequest was a single rulebook, settings were nebulously defined, at best. The expectation of adherance to canon didn't exist because there wasn't much of it -- Bob's world of Greyhawk might be entirely different than Bill's, save for the minor details disclosed in the original Gazetteer and the three D&D core rule books. The first look at Glorantha came via Apple Valley and Snakepipe Hollow -- there was no all-encompassing body of setting material and, again, Jill's Glorantha was almost certanly nothing like the world that Greg Stafford would reveal in the years to come. Even the FR 1e material was painted in extremely broad strokes, with plenty of map left to fill in as one saw fit. No two persons versions of a given campaign setting were ever <em>remotely</em> identical, which meant that there were always surprises. </p><p></p><p><strong>Character Driven Campaigns</strong></p><p></p><p>The very first (and arguably the very <em>best</em>) AD&D campaign that I played in was entirely player-driven. The DM came up with a basic concept, molded it to the characters that we created, and then had the world react accordingly -- there were no rails, no pre-scripted plot that we had to adhere to, and no expectation on our part that we were moving steadily toward Final Conclusion A. There were many side quests and unintentional adventures, much skullduggery within the party, and ultimately a lot of <em>fun</em>. If module structure or Big Epic Plot had infringed upon this campaign, I suspect that it would have come to a grinding halt. </p><p></p><p><strong>Point-based Character Gen</strong></p><p></p><p>Yeah, really -- being forced to make the best of some randomly rolled character isn't very appealing when the option of building <em>exactly the character you want</em> exists. While I've played and had fun in many games that utilize random character generation (such as the aformentioned AD&D campaign), without exception, those that let me build my character from the ground up were always <em>more</em> entertaining.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3681154, member: 13892"] People often talk about that Sense of Wonder that they had when they first entered into this hobby and that has since dissipated -- bust just what [i]is[/i] this mysterious Sense of Wonder? What things fostered these feelings in you? For me, personally, there were a few things that really did it. . . [b]Open Campaign Settings[/b] Way back when, in the days when D&D was a lone box set and Runequest was a single rulebook, settings were nebulously defined, at best. The expectation of adherance to canon didn't exist because there wasn't much of it -- Bob's world of Greyhawk might be entirely different than Bill's, save for the minor details disclosed in the original Gazetteer and the three D&D core rule books. The first look at Glorantha came via Apple Valley and Snakepipe Hollow -- there was no all-encompassing body of setting material and, again, Jill's Glorantha was almost certanly nothing like the world that Greg Stafford would reveal in the years to come. Even the FR 1e material was painted in extremely broad strokes, with plenty of map left to fill in as one saw fit. No two persons versions of a given campaign setting were ever [i]remotely[/i] identical, which meant that there were always surprises. [b]Character Driven Campaigns[/b] The very first (and arguably the very [i]best[/i]) AD&D campaign that I played in was entirely player-driven. The DM came up with a basic concept, molded it to the characters that we created, and then had the world react accordingly -- there were no rails, no pre-scripted plot that we had to adhere to, and no expectation on our part that we were moving steadily toward Final Conclusion A. There were many side quests and unintentional adventures, much skullduggery within the party, and ultimately a lot of [i]fun[/i]. If module structure or Big Epic Plot had infringed upon this campaign, I suspect that it would have come to a grinding halt. [b]Point-based Character Gen[/b] Yeah, really -- being forced to make the best of some randomly rolled character isn't very appealing when the option of building [i]exactly the character you want[/i] exists. While I've played and had fun in many games that utilize random character generation (such as the aformentioned AD&D campaign), without exception, those that let me build my character from the ground up were always [i]more[/i] entertaining. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sense of Wonder: What is it to you?
Top