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<blockquote data-quote="Bedrockgames" data-source="post: 5813294" data-attributes="member: 85555"><p>I agree that 2E had some bad advice in terms of railroading, but i actually think it is the best version of D&D so far, and found NWPs just inobtrusive enough to satisfy my style of play. Also the setting material was excellent and the modules (if yiu cut away some of the railroading) are great. </p><p></p><p>I am the least railroady GM there is but really loved 2E. Though it is famous for bad advice regarding story (and i feel this criticism is 100% accurate), if you look past that one aspect the line actually had a good deal of solid gm advice. The blue boo line alone is a great gming resource. Like material from any perid, they were written with fads and trends as assumptions. Initially the story thing wasnt very apparent, it grew over time as vampire gained popularity. I just ran a 2E campaign and you can see how TSR tries more and more to emulate vampire as the 90s wear on. But the sin here is mostly just bad GM advice. Same thing with vampire. Every game i played of vampire was character driven and free from railroading. Since i didnt gm it myself and only used the book to make characters, i was pretty much unaware of the storytelling angle of the gm advice until years later </p><p></p><p>Personally i have not encountered many bad GMs as you descriptive here, and when I have it hasn't bothered me that much. So maybe that is why i never fled for "safe harbor" as you put it I do like the GM to have the traditional powers assigned to him, and i really hate it in games where pcs can take narrative control through mechanics.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 5813294, member: 85555"] I agree that 2E had some bad advice in terms of railroading, but i actually think it is the best version of D&D so far, and found NWPs just inobtrusive enough to satisfy my style of play. Also the setting material was excellent and the modules (if yiu cut away some of the railroading) are great. I am the least railroady GM there is but really loved 2E. Though it is famous for bad advice regarding story (and i feel this criticism is 100% accurate), if you look past that one aspect the line actually had a good deal of solid gm advice. The blue boo line alone is a great gming resource. Like material from any perid, they were written with fads and trends as assumptions. Initially the story thing wasnt very apparent, it grew over time as vampire gained popularity. I just ran a 2E campaign and you can see how TSR tries more and more to emulate vampire as the 90s wear on. But the sin here is mostly just bad GM advice. Same thing with vampire. Every game i played of vampire was character driven and free from railroading. Since i didnt gm it myself and only used the book to make characters, i was pretty much unaware of the storytelling angle of the gm advice until years later Personally i have not encountered many bad GMs as you descriptive here, and when I have it hasn't bothered me that much. So maybe that is why i never fled for "safe harbor" as you put it I do like the GM to have the traditional powers assigned to him, and i really hate it in games where pcs can take narrative control through mechanics. [/QUOTE]
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