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The game police, they live inside of my head

Majoru Oakheart said:
There most certainly ARE rules in the real world. Pick up a physics book and you have a list of many of them right there. I don't have to KNOW the laws of physics to be affected by them. I can even know the basics of them without ever having learned about them at all.

The idea is that from the time I'm born, I'm learning the "rules" one step at a time. I learn that when I move in the right way I can stand and walk. I know that depending on how I throw something, the further it goes and I know about how good I am at aiming at something when I throw it. I can practice at something and get better at it.

I know approximately how heavy rock is and how much of it I can pick up based on my previous experience. I know that when I get cut I bleed and that getting cut by some things or in some places hurts me more.

All of those are "rules". Whether I think of them as "That can has an ac of 9 and I have +8 to hit and a rock has a range increment of 10 feet so I know I can hit the can with a thrown rock at 10 feet 95% of the time" or "I know I can hit that can over there almost every time with these rocks since I've practiced with them" is fairly irrelevant. One is just rules speak for the same thing.

The real difference comes down to consistency and speed. If I put a draw a small can on a table on the battlemat and put down my miniature 10 feet away from it then without any input from the DM whatsoever I can assess my chances of hitting it. I know that Diminutive objects get a bonus to their ac for being small. I know that inanimate objects aren't moving so have a Dex of 0, making a medium sized object AC 5 to hit. So I know that the can is around AC 9, so I can figure out (at least close) my chance to hit. That math is fairly easy for me, so I can do it in a second or two and make up my mind if I want to throw that rock or not.

The other way requires me to think "Would my character be good at throwing rocks? I think so, he probably spent his days sitting by the lake and throwing rocks at the logs in the lake." So, then I need to ask the DM "How far away is the can?" The DM tells me "Not too far, around 10 ft." I think "10 feet? Well, with how much practice I've had, that should be a piece of cake." The DM is thinking "I remember trying to throw rocks when I was a kid. It's HARD, I could never hit anything with them no matter how hard I tried. At 10 feet, it's likely there's only a 10% chance that he could possibly hit it." So I make the roll, get a 17 and the DM tells me "You miss". I get completely baffled because in MY mind that was easy.
I don't happen to believe thinking in rules vs. thinking in terms of the world is irrelevant. In abstract, let's say your character's to-hit ability is a +3. That is pretty good. You know from playing the game that you get 3 more points on that d20 roll when you try and hit something. Small things are harder to hit as are touch and armored. But all that may mean nothing when it is a ring you're trying to catch on the end of your epee. What are the rules for that in 3e? Do you have any idea how difficult that might be? What should the rule be to accurately represent the real world difficulty?

See how that works? Real world representation is the key. Yes, it will be the DM and original game designer's interpretation of what best works, but as a Player you can always bring up how a 17 not hitting that small stone seemed very odd. And the Ref might confer with you afterward about making the rule better.

On the other hand, the Ref might agree with you, "very odd". And all of a sudden you have to start thinking maybe something more is going on here than meets the eye. So you start inspecting it. Was it a glamoured hummingbird? Did the Ref's description of what happened when you missed any clue? Or is one going to attempt to rule lawyer the game from the player's seat?
Err...why not? What if I want to play a game where I'm a powerful archmage? Would I still not know the "rules of how magic works"? Why do all games require I start completely incapable of knowing what my own abilities do? Why would I cast a spell not knowing if it might blow me up instead of what I wanted it to do?
I'm not saying "You all must play this way". I'm suggesting that playstyles, like mine, may be obsolete in the next version of the game. And I hope they aren't. I have heard both encouraging and discouraging hints.

IME, playing the game as a learning game means the Players can't jump ahead. One can't pretend to know the whole of the time and space as Multiverse Emperor Eternal. The world is learned as the Players/Characters explore. This is a major part of the game for me. This style includes magic and how it works. How many iterations of magic are there? Who's to say they work the same everywhere? Even in our world few people claim to hold the absolute truth on anything. And then it's normally in regard to the unprovable. How I like to play neither the Players nor the Characters know the the absolute truth either. They can think they do, and get pretty darn close to a correspondence theory of truth, but it is always an in-character belief.

If a group were to start a high level game, then they would need to know what their characters knew prior to play. That means a lot of knowledge read vs. played.
So what would be the point of casting Detect Magic if I have no idea that the colors mean? Also, where did I learn magic from? Did the person who taught me ever figure out what the colors meant? If so, what did he say when I asked him? How long has magic been around? If it's passed down from person to person did ANY of the people who cast it since the beginning of time ever figure out what the colors meant?

If I was told any of this information while I was learning magic, could you tell me what it is now so I can write it down in a list to remind me for later? Maybe I'll even compile a book of all the information my character knows from his time before the campaign begins. Then, as I discover new magic and I cast it and see how it works, I'll write the results in the book for later as well. Maybe I'll call it a Player's Handbook. That sounds like a good name for it.
Casting Detect Magic would allow a caster to actually learn what auras meant, for one. Yes, it is possible your mentor told you what these meant beforehand. But where's the fun in that? Why bother exploring the world, if you already know what it holds? The point to remember here is: this is not a modern world. Knowledge is rarely common, abundant, jointly agreed upon, or carelessly disseminated. It's as much a treasure as the bouncing baubles that have auras.

RE: PHBs. As you describe them, I call those "Player's Character Sheets" and that is a great deal of what's on them. Of course these exist for NPCs too. Books.
Sure, they'd understand the CONCEPT easily. It's the most basic form for make believe that almost everyone does when they are kids. However, how well it WORKS is dependent on the quality of the group.

You would have no fun with me as one of your players. I would be constantly asking you questions about things that you are POSITIVE are common sense and that I should know. This is because, in my experience, relying on everyone having the same assumptions never works.

For instance, one person will think that a wooden building takes 30 seconds to burn down entirely and another one will think it takes 12 hours because neither of them have actually sat and watched a building burn down. So they each go to the only points of reference they have. Player A thinks of that movie he watched where someone had to run out of the building really quickly to avoid the whole place coming down on him. Player B remembers a movie on fire fighters that had them walking through a building for a couple of hours looking for the point of origin. Each one is convinced that they are the one that is right. It is extremely important to the character's life if the roof came down and crushed him before the rest of the group could get there or not.

This is why we have rules. So, when there aren't any, I'd spend all the time in the game asking questions like the above ones on magic.
Relying on shared assumptions to all be true would rarely work. Thankfully, the real world, IMHO, actually has a single truth to it. A "reality" so to speak. And it doesn't care about my assumptions about it. In the game, the Ref's judgment and consistent application of the rules are the "game's reality". Knowing that BASIC reality is generally as shared as your and I's beliefs about what "green" or "tree" means. And judging in character how long a fire takes to burn is random.. and requires a roll. So would anything that has element of assumption to it. But trying to live without some assumption would be downright impossible. Who knows if the PC's roll meant the Ref's answer was truthful anyways?
 

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IceFractal said:
The thing about the players not knowing any of the rules, is that it's only appropriate if the characters are just beginning their training (in D&D terms, not even level 1 yet). For a novice mage who just learned to cast cantrips, not knowing what the "orange aura" means makes sense. For an experienced Wizard who's finished his training and has a few journeys under his belt, it makes no sense, it'd be like an astronomer referring to the moon as "that big glowing thing that's there most nights".
In D&D terms, beginning their adventuring is level 1. At the end of training, I'd expect them to know the bonuses and other abstract numerical stats that are on the character sheet. If the DM wants the Players to start with certain knowledge, they can always give out a campaign primer. That's not uncommon.

Blackwind said:
In all seriousness, though, I think D&D is primarily Gamist. Thing is, the designers have often given gamers mixed messages about how the game is supposed to be played. Especially in 2E. A lot of DMs back then were trying to use D&D to run Simulationist games -- myself included. Not that that's bad either, there just might be more effective systems for that kind of thing.
I thought those issues with 2E were about telling groups to play the game as a story and to always speak in character?

I think Forge terms are mostly hooey, but I'll say D&D is about winning. It is a game, and gamist I suppose. But to think it isn't a simulation is to forget how almost every part of it was originally created. Concept first, rule second. All to simulate a fictional world.
 

howandwhy99 said:
I think Forge terms are mostly hooey, but I'll say D&D is about winning. It is a game, and gamist I suppose. But to think it isn't a simulation is to forget how almost every part of it was originally created. Concept first, rule second. All to simulate a fictional world.

Actually, didn't D&D arise from a tactical wargame? The reason I ask is because everything I've heard and read of the origins of D&D (I only came in near the end of 2e myself) makes it sound more like it was all to be able to kill things and take their stuff. Simulating a fictional world was mainly to have a place to stand while killing things and taking their stuff.
 

Rules think doesn't bother my immersion in the least. If my DM tells me that a railing is 6 inches wide and at a 45 degree slope, quickly referencing the Balance DC to charge up that railing and comparing it to my Swashbuckler's Balance skill doesn't bother me at all. Sure, it means I'm looking at rules instead of thinking in an abstract sense, but its no more distracting then wondering whether my DM will agree with me that my swashbuckler ought to be able to do this or not.

What's distracting for me is miniatures. Suddenly I stop imagining the room in my head, and start imagining the grid on the table. Even if the game absolutely requires me to use markers of some kind, I'll resort to abstract tokens rather than miniatures, and an abstract sketch on graph paper rather than anything complex. I need the visible elements of the game to be as abstract as possible to stop them from replacing in my mind the mental image.
 

howandwhy99 said:
I don't happen to believe thinking in rules vs. thinking in terms of the world is irrelevant. In abstract, let's say your character's to-hit ability is a +3. That is pretty good. You know from playing the game that you get 3 more points on that d20 roll when you try and hit something. Small things are harder to hit as are touch and armored. But all that may mean nothing when it is a ring you're trying to catch on the end of your epee. What are the rules for that in 3e? Do you have any idea how difficult that might be? What should the rule be to accurately represent the real world difficulty?
I don't know how difficult that would be in real life, but I suspect it would be about as hard as hitting any object that size with my epee. Maybe a bit harder since I have to get the right angle to put it through the ring instead of just hit it. In 3e I'd use the AC of an object that size and probably give you minus 2(the DM's best friend) to the roll to account for the "extra difficulty". It isn't too difficult to use established rules to do things that are very similar. The PCs may not know that the DM applied a -2 to their roll, but they do know that an object that size should have around ac 9 or 10 normally to hit with their weapon. They can guess it might be a bit harder to hit than usual. But if there is a set of rules, they know approximately what the chances are. If the AC is 11, then they know that someone who had +10 to hit in an expert at it and someone who have +0 still has a 50-50 chance of succeeding.

Which is much better than having a DM tell me "You miss". Really? I rolled a 15, that seems high. Something seems wrong with me missing. "Don't worry, you missed." Maybe it's magical or something or maybe I've been cursed. I go see if someone can remove the curse on me. "Ok, you search all over and no one seems to be able to remove the curse" and so on and so on...wasting game time when there was no curse, no magic...just a DM who thought something should be a lot harder than I thought it should be.

I mean, the DM could step out of character and say "Don't worry, you aren't cursed, it was just REALLY hard. I figured you needed to hit AC 30 or so." But how many times do you have to have this sort of misunderstanding? How many times does the DM have to explain that it was a quirk of the "rules" that caused it, not an in character reason?

howandwhy99 said:
See how that works? Real world representation is the key. Yes, it will be the DM and original game designer's interpretation of what best works, but as a Player you can always bring up how a 17 not hitting that small stone seemed very odd. And the Ref might confer with you afterward about making the rule better.
But if he discusses the rules with you, then you might know them. If the idea is for no one to know the rules and for the DM to be the one completely in charge, then explaining the rules of any part of the system to the players is bad, they should figure it out on their own.

howandwhy99 said:
On the other hand, the Ref might agree with you, "very odd". And all of a sudden you have to start thinking maybe something more is going on here than meets the eye. So you start inspecting it. Was it a glamoured hummingbird? Did the Ref's description of what happened when you missed any clue? Or is one going to attempt to rule lawyer the game from the player's seat?
And the same thing works the same way with game mechanics, only with less misunderstanding. You know that if you hit ac 30 and still miss something is severely wrong, since the rules state it should be much easier than that. And if you say "Hey, you aren't following the rules, DM." He might say "Ahh, it IS odd that didn't hit." And you have the same situation. Only with rules you don't have to guess if your DM just has a different perception of the difficulty than you, since you're both working off the same rules.

howandwhy99 said:
I'm not saying "You all must play this way". I'm suggesting that playstyles, like mine, may be obsolete in the next version of the game. And I hope they aren't. I have heard both encouraging and discouraging hints.
I'm suggesting that playstyles like yours were obsolete since 2nd Edition, maybe even 1st. Certainly 4th edition isn't going to discourage your playstyle any MORE than 3e already does.

You may not have said "you must all play this way" but you did say that your way was much more intuitive and you did say that the new rules shouldn't be written in such a way to prevent your playstyle. My biggest wish is that they ARE written in such a way to prevent your playstyle since allowing your playstyle prevents mine.

howandwhy99 said:
IME, playing the game as a learning game means the Players can't jump ahead. One can't pretend to know the whole of the time and space as Multiverse Emperor Eternal. The world is learned as the Players/Characters explore. This is a major part of the game for me. This style includes magic and how it works. How many iterations of magic are there? Who's to say they work the same everywhere? Even in our world few people claim to hold the absolute truth on anything. And then it's normally in regard to the unprovable. How I like to play neither the Players nor the Characters know the the absolute truth either. They can think they do, and get pretty darn close to a correspondence theory of truth, but it is always an in-character belief.
There are a lot of things I know in real life. I know that if I get shot by a gun I'm likely going to die. I know that if I want to know movie times I use the internet to search for them.

Sure, no one knows absolutely everything. But no one knows NOTHING either. Not even 16 year olds know nothing at all. They've learned a LOT about the way the world works from their parents, their teachers, their mentors, friends, books, etc.

And the cop out of "it's a fantasy world, it's MYSTERIOUS" is a lame one. Every world has "rules", they might just be different then the real world. One doesn't survive even 5 years of their life without knowing the basics.
howandwhy99 said:
If a group were to start a high level game, then they would need to know what their characters knew prior to play. That means a lot of knowledge read vs. played.
Casting Detect Magic would allow a caster to actually learn what auras meant, for one. Yes, it is possible your mentor told you what these meant beforehand. But where's the fun in that? Why bother exploring the world, if you already know what it holds? The point to remember here is: this is not a modern world. Knowledge is rarely common, abundant, jointly agreed upon, or carelessly disseminated. It's as much a treasure as the bouncing baubles that have auras.
The fun has to do with WHERE the focus of the game is. In your playstyle the focus is on "How do my abilities work?" and "Will I survive attacking that dragon?" and "I HOPE this works."

I like the focus of the game to be on "Let's see what's in this cave, there might be dangerous creatures and treasure." rather than "Let's cast the spell called 'Magic Muffin' and see what it does. Now let's see if it works differently inside than it does outside."

I prefer a focus on "If I stop it from moving with my web spell, you can hit it with some arrows" rather than "I hope web spells can attach themselves to stone or that beholders even get stuck in them. I've never tried casting the spell at night...maybe it doesn't work then?"

The fun for me, is in being a hero. I don't feel very heroic when I don't know what my own abilities are capable of or what I can do. I've played like that and it wasn't fun.
howandwhy99 said:
Relying on shared assumptions to all be true would rarely work. Thankfully, the real world, IMHO, actually has a single truth to it. A "reality" so to speak. And it doesn't care about my assumptions about it. In the game, the Ref's judgment and consistent application of the rules are the "game's reality". Knowing that BASIC reality is generally as shared as your and I's beliefs about what "green" or "tree" means. And judging in character how long a fire takes to burn is random.. and requires a roll. So would anything that has element of assumption to it. But trying to live without some assumption would be downright impossible. Who knows if the PC's roll meant the Ref's answer was truthful anyways?
That's the problem...you'd be surprised how many time "basic" assumptions are completely different. Simply because we've all had different experiences in real life. So, without rules, you NEED to live without assumptions, since they might be wrong.

An example was back in 2nd edition when there were no rules for jumping, so one of our group members decided to jump over a 10 foot gap. The DM said "You realize it's over 100 ft down and you're likely dead if you fail." The player said "Umm..yeah, but it's only 10 feet across." So, he jumped. DM didn't have any rules for jumping so asked him to make a strength check. He rolled a 5 or something(rolling low was good back then) and the DM told him he fell to his death and to roll up a new character. The player got angry since it was ONLY 10 feet across and he could jump that far in REAL life without even trying. The DM said that the player was lying and most people could only jump around 2 or 3 feet without trying, and he certainly wasn't going to make it wearing a suit of armor. The player then proceeded to stand up and attempt to SHOW the DM how far he could jump in real life, while another player got involved and pulled out the Book of World Records to see how far people jump in real life.

The DM argued that it didn't matter that the world record was much higher than 10 feet, since that was done in optimal situations. Even if the player could SHOW the DM that he could jump 10 feet in real life, he wouldn't care since his character was carrying a lot of equipment and couldn't do the same. Now, raise the tempers of everyone in the room as even the rest of the players take one side or another in order to continue actually playing the game. Have the argument continue for about 2 hours.

There are a lot of things that. Our group managed to have an argument of that scale once every...2 sessions or so. They only occurred in areas where the rules weren't clear or didn't exist. Basically, any time there was a DM fiat situation, the players would argue that the DM's opinion as to what would happen was the wrong one. Since there were no RULES for anything, it was just what we thought would happen in real life, then the DM couldn't say that the game worked differently than real life.

Another example was(I've posted this in other threads as well) when I attempted to fire a crossbow from the back of the party at an enemy, confident that I was so bad a shot I couldn't hit anyone at all, but didn't have anything better to do. I was under the assumption that the game world worked the way it did in 3.5e D&D, where having one of my party members between me and the target meant no chance of hitting my party members, just harder to hit the enemy. I fire based on that assumption then the DM hits me with the fact it was OBVIOUS to him and anyone with a brain that there was nearly 100% chance of hitting one of my friends if I fired down a 5 foot wide hallway where it needed to pass by 5 allies before even reaching the enemy. He wouldn't let me reverse my decision since I had to be an idiot for not having any common sense at all. I managed to hit one of my party members who then demanded that the party leave me behind since I was too reckless. And I had to make a new character when the party agreed.

Thus, my point that your playstyle only works with the proper players. Namely, ones who either have a very close vision of the game world to the one you have or ones who are willing to accept whatever you tell them. If no one disagrees that 5 feet is the maximum jumping distance of a person wearing armor, then you can run through that part of the adventure without any problems at all. No one attempts to jump over the 10 foot gap, no argument starts, everyone has fun. If everyone already believes there's a huge chance of hitting their party members with a ranged weapon, then no one tries anything "stupid" and everyone gets along and has a lot of fun.
 

howandwhy99 said:
I thought those issues with 2E were about telling groups to play the game as a story and to always speak in character?

I think Forge terms are mostly hooey, but I'll say D&D is about winning.
Well, for me the major selling-point for rpgs was originally that they weren't about winning. I hate to play with players trying to win a rpg. Imho, they're ruining the fun for everyone involved. If they're winning, everyone else is losing. Ergo, noone is having fun except that player.

Same thing with DMs trying to win: A DM wins by default, if she's trying to. Ergo, none of the players will have any fun.

IME, there's only two ways to deal with someone trying to win in a rpg: Kick the player or leave the game.

Everything else means to suffer until the game mercifully comes to an end.
 

shilsen said:
Actually, didn't D&D arise from a tactical wargame? The reason I ask is because everything I've heard and read of the origins of D&D (I only came in near the end of 2e myself) makes it sound more like it was all to be able to kill things and take their stuff. Simulating a fictional world was mainly to have a place to stand while killing things and taking their stuff.
Chainmail came out in '71 and that was a wargame. It simulated medieval warfare and had a bonus section on including fantasy creatures like wizards and dragons. What are wargames, if not simulations of war? Would they really have been so popular, if they didn't correspond to real world wartime choices?

'74's D&D supplement to Chainmail included rules for single character play and many rules on environment, travel, and other elements designed for simulating the world normally encountered during adventuring.

Cadfan said:
Rules think doesn't bother my immersion in the least. If my DM tells me that a railing is 6 inches wide and at a 45 degree slope, quickly referencing the Balance DC to charge up that railing and comparing it to my Swashbuckler's Balance skill doesn't bother me at all. Sure, it means I'm looking at rules instead of thinking in an abstract sense, but its no more distracting then wondering whether my DM will agree with me that my swashbuckler ought to be able to do this or not.

What's distracting for me is miniatures. Suddenly I stop imagining the room in my head, and start imagining the grid on the table. Even if the game absolutely requires me to use markers of some kind, I'll resort to abstract tokens rather than miniatures, and an abstract sketch on graph paper rather than anything complex. I need the visible elements of the game to be as abstract as possible to stop them from replacing in my mind the mental image.
Yeah, lots of folks are distracted by miniatures. They can remove the mental visualization that, for some, is a huge part of the game.
 

I'm only responding to a few elements of your post as it appears to me to be mainly about how I play and how you dislike that style of play vs. my original post for this thread.

Majoru Oakheart said:
But if he discusses the rules with you, then you might know them. If the idea is for no one to know the rules and for the DM to be the one completely in charge, then explaining the rules of any part of the system to the players is bad, they should figure it out on their own.
Just because a Referee asks for feedback on how his rules are working for simulating the world, doesn't mean he is "bad" or destroying players' "immersion" or "verisimilitude". This is standard operating procedure for anyone who wants to become a better DM.

I'm suggesting that playstyles like yours were obsolete since 2nd Edition, maybe even 1st. Certainly 4th edition isn't going to discourage your playstyle any MORE than 3e already does.

You may not have said "you must all play this way" but you did say that your way was much more intuitive and you did say that the new rules shouldn't be written in such a way to prevent your playstyle. My biggest wish is that they ARE written in such a way to prevent your playstyle since allowing your playstyle prevents mine.
More intuitive? Again, I don't find that word referenced at all before your post. I don't believe I have at any point here suggested or implied my personal preferences are in any way "better" than anyone else's.

Playing without PHBs was not obsolete in 2E. Sure more gamers who preferred it played Classic or 1E, but there were still 2E core rules that the advanced rule add-ons could be removed from. In 3E, this removal honestly stopped being pragmatic. In 4E, I am asking that they go back to a modular ruleset that accommodates my style as well as yours.

There is no proof my playstyle requires an integrated ruleset that prevents your own. In fact, given how D&D was designed from 74-1999, there is ample proof that our varying playstyles can operate under one set of rules.

Thus, my point that your playstyle only works with the proper players. Namely, ones who either have a very close vision of the game world to the one you have or ones who are willing to accept whatever you tell them. If no one disagrees that 5 feet is the maximum jumping distance of a person wearing armor, then you can run through that part of the adventure without any problems at all. No one attempts to jump over the 10 foot gap, no argument starts, everyone has fun. If everyone already believes there's a huge chance of hitting their party members with a ranged weapon, then no one tries anything "stupid" and everyone gets along and has a lot of fun.
"Proper players" have hardly ever joined our group. ;) It has included many utter newcomers to the hobby. They had no idea how to play D&D, but after a couple of minutes of rolling up a character they swam right into that sea of roleplaying and have had little problem since. You may not be convinced that our gaming style works without numerous shared preconceptions or like-mindedness, but it does. I've seen it work again and again for over two years. Game reality is as we learn it to be through our experience of playing the game. The same could be said of any make-believe game where players learn it is not who argues best for who shot whom, but understanding why, in that world, the shots both ended in their particular results. It is as simple as that.
 

Jhaelen said:
Well, for me the major selling-point for rpgs was originally that they weren't about winning. I hate to play with players trying to win a rpg. Imho, they're ruining the fun for everyone involved. If they're winning, everyone else is losing. Ergo, noone is having fun except that player.

Same thing with DMs trying to win: A DM wins by default, if she's trying to. Ergo, none of the players will have any fun.

IME, there's only two ways to deal with someone trying to win in a rpg: Kick the player or leave the game.

Everything else means to suffer until the game mercifully comes to an end.
If one player is winning, then the other players are losing? Am I understanding you correctly? How does that work?

I completely agree with you about DMs "winning". That would be like the referee at a basketball game declaring himself the winner. If they want to break the spirit of the game, they certainly are able to do so, but why play in such a game?

"Winning" in RPGs, as I understand it, is accomplishing one's goals. It is slaying the dragon, saving the princess, or perhaps simply surviving the alien invasion.

As an RPG game simulates life, it's win and loss conditions are the same as in life. How do you lose at life? As you said, one could die. How does one win at life? The player's answer is how he or she wins at the game.

Since D&D is typically about a group of heroes on an excursion to do great things, it often occurs that "winning" is only possible when all the heroes work together. Typical challenges are so difficult that if one person attempted the adventure module on his or her own, then they would not survive.

IMO, death would be a loss. Our group start all new characters at 1st level, 0 experience points (or one's individual score).

Is there an ultimate end to the game? Maybe it's to reach the highest level in the game? I don't know, but it certainly does not need to be so. Heroism, being a hero, can be it's own reward.

My best guess as to what you mean is players playing the character optimization game to the detriment of the actual game. But I'm not exactly sure.
 
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howandwhy99 said:
That leads me to number two. What other roleplaying games were around in August of '79?

Arduin
Boot Hill
Chivalry & Sorcery
Empire of the Petal Throne
Metamorphosis Alpha
Runequest
Traveller
Tunnels & Trolls


Might have missed one or two. :) Gamma World was on the horizon. I think it was published in 1978 or 1979.
 

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