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Sense of Wonder: What is it to you?
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<blockquote data-quote="jdrakeh" data-source="post: 3681311" data-attributes="member: 13892"><p>So. . . what I'm getting so far is that, for many foolks, Sense of Wonder isn't a tangible thing but just a feeling of awe that they had upon experiencing D&D (something new and different) for the first time in actual play. It wasn't that for me, I guess (though I can draw a direct parallel between that SoS and another leisure activity that once consumed my free time, so I 'get' it). For me, Sense of Wonder was the result of some very specific approaches to actual play, rather than the mere act of actual play in and of itself. . . </p><p></p><p>I was first introduced to D&D around 1985 (when I was 8 years old) and didn't think much of it. It was all kinds of new and different, as I'd never played a tabletop RPG before, though I was having more fun with Gateway to Apshai on my dad's C-64, creating the world in my mind's eye as I hacked my way to freedom. D&D just wasn't holding my interest.</p><p></p><p>When I was re-introduced to the hobby via AD&D in 1995 (by way of the aforementioned AD&D campaign), the lack of an intricately defined setting and the entirely character-driven game play <em>really</em> made an impression. You couldn't pry me away from that game and ,since then, I think I've only played in one game just as fun (see below). </p><p></p><p>The point-buy character gen didn't really get me excited until I played in my friend Keith's expanded Star Wars universe campaign, a campaign which also benefited from an open setting and character-driven play. This campaign is nearly tied with the above AD&D campaign for me where 'Sense of Wonder' is concerned. </p><p></p><p>For me, Sense of Wonder wasn't a product of D&D (or any game, for that matter), rather, it was a product of <em>how those games were run</em>. I've had that Sense of Wonder more than once, so I know that recapturing it <em>can</em> happen <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3681311, member: 13892"] So. . . what I'm getting so far is that, for many foolks, Sense of Wonder isn't a tangible thing but just a feeling of awe that they had upon experiencing D&D (something new and different) for the first time in actual play. It wasn't that for me, I guess (though I can draw a direct parallel between that SoS and another leisure activity that once consumed my free time, so I 'get' it). For me, Sense of Wonder was the result of some very specific approaches to actual play, rather than the mere act of actual play in and of itself. . . I was first introduced to D&D around 1985 (when I was 8 years old) and didn't think much of it. It was all kinds of new and different, as I'd never played a tabletop RPG before, though I was having more fun with Gateway to Apshai on my dad's C-64, creating the world in my mind's eye as I hacked my way to freedom. D&D just wasn't holding my interest. When I was re-introduced to the hobby via AD&D in 1995 (by way of the aforementioned AD&D campaign), the lack of an intricately defined setting and the entirely character-driven game play [i]really[/i] made an impression. You couldn't pry me away from that game and ,since then, I think I've only played in one game just as fun (see below). The point-buy character gen didn't really get me excited until I played in my friend Keith's expanded Star Wars universe campaign, a campaign which also benefited from an open setting and character-driven play. This campaign is nearly tied with the above AD&D campaign for me where 'Sense of Wonder' is concerned. For me, Sense of Wonder wasn't a product of D&D (or any game, for that matter), rather, it was a product of [i]how those games were run[/i]. I've had that Sense of Wonder more than once, so I know that recapturing it [i]can[/i] happen ;) [/QUOTE]
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