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Sense of wonder?
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<blockquote data-quote="Lars Porsenna" data-source="post: 2138402" data-attributes="member: 24208"><p>I sometimes see this question come up on the net, re: 3e loosing its sense of wonder. Some people compare 3e's bland descriptions with the wordy fantasy descriptions from 2e (and possibly 1e though I haven't played that in...years...). The difference is in 2e the descriptons told you...nothing...mechanics-wise, but were fun to read. In 3e they are spelled out, and immediately useful. But not so much fun. Reading earlier editions could sometimes unlock your imagination, while reading 3e is like reading...a rulebook.</p><p></p><p>Is this neccessarily bad? I definitely think not! If you're seeking divine inspiration (given that you believe in God), is the first book in the Bible you read Leviticus? Or something else? My point is, if you want to rekindle that sense of awe and wonder, then do like what others have suggested and buy a good fantasy novel, or discuss ideas with other DMs, etc. 3e gives you the rules and framework in which to structure something fantastic. I would prefer my rules to be clear and well structured so I don't feel constrained in what I do. </p><p></p><p>Personally, I like the idea of "traits," and its hardly something new, merely expanded upon. Back in 1e days we had "Demon traits, Dragon traits, devil traits" etc. Traits take less work from the DM, and makes the system logical and consistent. You know undead react to PC "stimula" in a certain way; each individual critter will have certain uniqueness, but most will have a certain commonality between each-other because they're walking corpses. It just makes sense...</p><p></p><p>Damon.</p></blockquote><p></p>
[QUOTE="Lars Porsenna, post: 2138402, member: 24208"] I sometimes see this question come up on the net, re: 3e loosing its sense of wonder. Some people compare 3e's bland descriptions with the wordy fantasy descriptions from 2e (and possibly 1e though I haven't played that in...years...). The difference is in 2e the descriptons told you...nothing...mechanics-wise, but were fun to read. In 3e they are spelled out, and immediately useful. But not so much fun. Reading earlier editions could sometimes unlock your imagination, while reading 3e is like reading...a rulebook. Is this neccessarily bad? I definitely think not! If you're seeking divine inspiration (given that you believe in God), is the first book in the Bible you read Leviticus? Or something else? My point is, if you want to rekindle that sense of awe and wonder, then do like what others have suggested and buy a good fantasy novel, or discuss ideas with other DMs, etc. 3e gives you the rules and framework in which to structure something fantastic. I would prefer my rules to be clear and well structured so I don't feel constrained in what I do. Personally, I like the idea of "traits," and its hardly something new, merely expanded upon. Back in 1e days we had "Demon traits, Dragon traits, devil traits" etc. Traits take less work from the DM, and makes the system logical and consistent. You know undead react to PC "stimula" in a certain way; each individual critter will have certain uniqueness, but most will have a certain commonality between each-other because they're walking corpses. It just makes sense... Damon. [/QUOTE]
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