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The First Person To Ever Play A Wizard: A Short Clip
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<blockquote data-quote="Secrets of Blackmoor" data-source="post: 7704377" data-attributes="member: 6866478"><p>Just to pop into the ongoing discussion about play style and new products -- There IS a huge difference between how it was when it first started and how it is now. </p><p></p><p>Generally speaking: </p><p>One of the primary differences I see has to do with engagement, players tend to sit back and want the DM to do everything for them and provide a song and dance.</p><p></p><p>The play style seems more rigid on how DM's play as well. If they write something down, they stick to it. As in the example of super berries, Arneson and his players would think of things in the moment and simply add it in. I know my experience was similar. I am not saying this is good or bad, but as a community of people, gamers were different in the early days. For one thing, most gamers were also war gamers; that is no longer true.</p><p></p><p>And as has been said previously, there just weren't that many products out early on. What I see as a trend in how consumers approach the game, is that they take the rules as law and do not step outside of that in any way. And they tend to purchase worlds to play in rather than making up their own. This pre-made reality trend is interesting because when compared to the old style of gaming, everything is self referential. If you want to know how a farmer sowed his garden in the game, you buy the farmers and farming implements module.</p><p></p><p>When one speaks to gamers from the 70's the narrative is completely different. Most of them were already reading real histories. I remember reading roman histories as a 14 year old because I wanted to know more about real ancient worlds, and wanted to use that as a way to create realistic fantasy worlds. I expect the older gamers her will have done the same thing as I did.</p><p></p><p>To an older gamer who is well read on many subjects, it is really bizarre to talk to kids who do not have a wide knowledge about the real world and only refer to what the rules say; whether it is a mechanic, or a cultural norm within the game.</p><p></p><p>Now that I've kicked the bees nest. I will step back for a bit. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Secrets of Blackmoor, post: 7704377, member: 6866478"] Just to pop into the ongoing discussion about play style and new products -- There IS a huge difference between how it was when it first started and how it is now. Generally speaking: One of the primary differences I see has to do with engagement, players tend to sit back and want the DM to do everything for them and provide a song and dance. The play style seems more rigid on how DM's play as well. If they write something down, they stick to it. As in the example of super berries, Arneson and his players would think of things in the moment and simply add it in. I know my experience was similar. I am not saying this is good or bad, but as a community of people, gamers were different in the early days. For one thing, most gamers were also war gamers; that is no longer true. And as has been said previously, there just weren't that many products out early on. What I see as a trend in how consumers approach the game, is that they take the rules as law and do not step outside of that in any way. And they tend to purchase worlds to play in rather than making up their own. This pre-made reality trend is interesting because when compared to the old style of gaming, everything is self referential. If you want to know how a farmer sowed his garden in the game, you buy the farmers and farming implements module. When one speaks to gamers from the 70's the narrative is completely different. Most of them were already reading real histories. I remember reading roman histories as a 14 year old because I wanted to know more about real ancient worlds, and wanted to use that as a way to create realistic fantasy worlds. I expect the older gamers her will have done the same thing as I did. To an older gamer who is well read on many subjects, it is really bizarre to talk to kids who do not have a wide knowledge about the real world and only refer to what the rules say; whether it is a mechanic, or a cultural norm within the game. Now that I've kicked the bees nest. I will step back for a bit. ;) [/QUOTE]
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