Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The indispensible 1e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Man in the Funny Hat" data-source="post: 5894159" data-attributes="member: 32740"><p>BTW, what are the indispensible parts of 1E for me?</p><p> </p><p>1) Ease of character creation. Race, class, 6 rolls, and you can fill in the rest of the details as you get started actually playing, including buying equipment. One of the gross errors of 3E design is the requirement for every generated character to invest vast chunks of time reading, understanding and COMPARING MERITS, VALUE, & INTERCONNECTIVITY of feats, skills, class/prestige class features, and even equipment. The entire system itself becomes an impediment to getting started.</p><p> </p><p>2) The ADMONITION that the rules are only guidelines. This actually relates to that thing about system mastery again. Already in this thread is the repeated statement that people enjoyed being able to ignore parts of the rules without breaking the whole. People were able to add their own rules, <em>often without even realizing they were doing so until years after the fact</em> when they went back and re-read the rules in detail. Participants need to be told they are both permitted and even EXPECTED to tell the rules to get stuffed.</p><p> </p><p>3) PC's can and will die, usually capriciously and unavoidably. This is not to say that the game needs to be more lethal, nor that other editions were necessarily less so. It has to do with player expectations of success. I think players now have an expectation of success. They are more concerned with maximizing their margin of victory and guarding against the occasional random threat to their success. I think 1E players had more of an expectation of FAILURE as the default and were concerned with ACHIEVING victory, and not just by manipulation of the numbers on their character sheet alone but by reaching BEYOND what the numbers said they were able to reliably achieve. That is, your character class abilities, ability scores and skills will only take your PC so far - a challenge to your character is not what fits with the tightest margins into what your abilities are, but what your character does beyond that.</p><p> </p><p>4) Not so much something that 1E is but perhaps what it isn't. I don't want to hit this one <em>too</em> hard but system mastery in 1E was fun because it WASN'T a requirement for extending your enjoyment of the game, much less your characters basic success. Knowing the ins and outs of the system had some benefits but it wasn't DESIGNED into the system as a requirement for fun.</p><p> </p><p>5) Random prositutes. I agree that its something that should be brought forward from 1E but it's not enough to just let it go at that. The reasons WHY it needs to be brought forward are what's important. 1E was a game written by adults for other adults. It was enjoyed by non-adults BECAUSE of the expected levels of intelligence, sophistication, and (after a fashion) maturity. The game began to lose important portions of that when with 2E it was inexplicably determined that the game had to be "written down" to be more accessible to kids, more politically correct, less possible to offend anyone. SCREW THAT. Let the kids figure some things out for themselves. Spit Political Correctness in the eyes of those who clamor for it the loudest. Let those who CHOOSE to take offense go play Chutes & Ladders.</p><p> </p><p>D&D designers should be writing D&D to appeal to their PEERS - just as Gygax did with 1E. D&D doesn't have to be EDGY, and rounding off the corners a bit is fine, just realize you don't need to be so aggressive with that file. If you want to write a game for kids then license My Little Pony or Teletubbies for an RPG.</p><p> </p><p>6) Still related to previous points - Balance can go suck eggs. Randomness in the game is a feature, not a bug. The game loses more of its appeal the harder desginers try to ELIMINATE imbalance between races, classes, and skills, and to alleviate all undesireable consequences of random results. EMBRACE randomness and imbalance - stop trying to engineer it out of the game entirely. Even such a seemingly logical and applaudible step as making all the math addition can subtly shift the mindset from one of "success vs. <em>failure</em>" to "success vs. just-try-again".</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5894159, member: 32740"] BTW, what are the indispensible parts of 1E for me? 1) Ease of character creation. Race, class, 6 rolls, and you can fill in the rest of the details as you get started actually playing, including buying equipment. One of the gross errors of 3E design is the requirement for every generated character to invest vast chunks of time reading, understanding and COMPARING MERITS, VALUE, & INTERCONNECTIVITY of feats, skills, class/prestige class features, and even equipment. The entire system itself becomes an impediment to getting started. 2) The ADMONITION that the rules are only guidelines. This actually relates to that thing about system mastery again. Already in this thread is the repeated statement that people enjoyed being able to ignore parts of the rules without breaking the whole. People were able to add their own rules, [I]often without even realizing they were doing so until years after the fact[/I] when they went back and re-read the rules in detail. Participants need to be told they are both permitted and even EXPECTED to tell the rules to get stuffed. 3) PC's can and will die, usually capriciously and unavoidably. This is not to say that the game needs to be more lethal, nor that other editions were necessarily less so. It has to do with player expectations of success. I think players now have an expectation of success. They are more concerned with maximizing their margin of victory and guarding against the occasional random threat to their success. I think 1E players had more of an expectation of FAILURE as the default and were concerned with ACHIEVING victory, and not just by manipulation of the numbers on their character sheet alone but by reaching BEYOND what the numbers said they were able to reliably achieve. That is, your character class abilities, ability scores and skills will only take your PC so far - a challenge to your character is not what fits with the tightest margins into what your abilities are, but what your character does beyond that. 4) Not so much something that 1E is but perhaps what it isn't. I don't want to hit this one [I]too[/I] hard but system mastery in 1E was fun because it WASN'T a requirement for extending your enjoyment of the game, much less your characters basic success. Knowing the ins and outs of the system had some benefits but it wasn't DESIGNED into the system as a requirement for fun. 5) Random prositutes. I agree that its something that should be brought forward from 1E but it's not enough to just let it go at that. The reasons WHY it needs to be brought forward are what's important. 1E was a game written by adults for other adults. It was enjoyed by non-adults BECAUSE of the expected levels of intelligence, sophistication, and (after a fashion) maturity. The game began to lose important portions of that when with 2E it was inexplicably determined that the game had to be "written down" to be more accessible to kids, more politically correct, less possible to offend anyone. SCREW THAT. Let the kids figure some things out for themselves. Spit Political Correctness in the eyes of those who clamor for it the loudest. Let those who CHOOSE to take offense go play Chutes & Ladders. D&D designers should be writing D&D to appeal to their PEERS - just as Gygax did with 1E. D&D doesn't have to be EDGY, and rounding off the corners a bit is fine, just realize you don't need to be so aggressive with that file. If you want to write a game for kids then license My Little Pony or Teletubbies for an RPG. 6) Still related to previous points - Balance can go suck eggs. Randomness in the game is a feature, not a bug. The game loses more of its appeal the harder desginers try to ELIMINATE imbalance between races, classes, and skills, and to alleviate all undesireable consequences of random results. EMBRACE randomness and imbalance - stop trying to engineer it out of the game entirely. Even such a seemingly logical and applaudible step as making all the math addition can subtly shift the mindset from one of "success vs. [I]failure[/I]" to "success vs. just-try-again". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
The indispensible 1e
Top