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Community
General Tabletop Discussion
*Dungeons & Dragons
So what's the problem with restrictions, especially when it comes to the Paladin?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6130136" data-attributes="member: 82106"><p>Yeah, me either really, but I DID start playing somewhere around 1975, so I guess I have a pretty good feel for how at least some elements of common play style have evolved and where the starting point was, though I still find it pretty enlightening to talk to people who were in Gary's crowd back in day. I must say, OUR games had a lot less of a wargame feel to them than I get the impression Dave Arneson's early Blackmoor stuff did. They had more fixed scenarios, goals, etc. </p><p></p><p>Our early iteration of play was kind of the next after that, exploration focused. Nobody knew the rules -they were pretty ill-defined actually- so it was more about exploring. If you ran into Black Pudding it was a new experience and nobody was really sure what the DM was up to. Most stuff was just made up and it was VERY much "make a diabolical dungeon that will defeat the players". Character RP wasn't unknown, but it was pretty meta-game or else just amusing by-play. Sometimes PC rivalry became a focus of the game, but things like "orc babies" was definitely not something you wanted to have come up in a game. I'll also note that at this point in the history of the game paladin wasn't even a class, that only appeared with 1e.</p><p></p><p>The problem is, 1e is a game that doesn't really know WHAT it is about. Clearly Gary had moved on some from the original dungeon crawl by 1977, but I don't think he had some real road map of where he was going or what an RPG needed. There were only a handful of other RPGs out then, nobody really had any idea how to write one. The 1e paladin makes no sense in a dungeon crawling context "Meet Sir Galahad, the murder-hobo!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6130136, member: 82106"] Yeah, me either really, but I DID start playing somewhere around 1975, so I guess I have a pretty good feel for how at least some elements of common play style have evolved and where the starting point was, though I still find it pretty enlightening to talk to people who were in Gary's crowd back in day. I must say, OUR games had a lot less of a wargame feel to them than I get the impression Dave Arneson's early Blackmoor stuff did. They had more fixed scenarios, goals, etc. Our early iteration of play was kind of the next after that, exploration focused. Nobody knew the rules -they were pretty ill-defined actually- so it was more about exploring. If you ran into Black Pudding it was a new experience and nobody was really sure what the DM was up to. Most stuff was just made up and it was VERY much "make a diabolical dungeon that will defeat the players". Character RP wasn't unknown, but it was pretty meta-game or else just amusing by-play. Sometimes PC rivalry became a focus of the game, but things like "orc babies" was definitely not something you wanted to have come up in a game. I'll also note that at this point in the history of the game paladin wasn't even a class, that only appeared with 1e. The problem is, 1e is a game that doesn't really know WHAT it is about. Clearly Gary had moved on some from the original dungeon crawl by 1977, but I don't think he had some real road map of where he was going or what an RPG needed. There were only a handful of other RPGs out then, nobody really had any idea how to write one. The 1e paladin makes no sense in a dungeon crawling context "Meet Sir Galahad, the murder-hobo!" [/QUOTE]
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Community
General Tabletop Discussion
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So what's the problem with restrictions, especially when it comes to the Paladin?
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