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The mythical ideal of 1E?
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<blockquote data-quote="T. Foster" data-source="post: 4545329" data-attributes="member: 16574"><p>I agree that at the time 2E AD&D was released its rules by and large represented how 1E AD&D was actually being played in RPGA tournaments and by people who responded to TSR's marketing surveys in Dragon -- a streamlined version of the game that cut out a lot of the more baroque special case rules. That said, for people who played this way and eventually grew bored with 2E, thought 3E was a breath of fresh air at first but became overwhelmed by all the detail and began looking backwards for something different, it's not really surprising that they'd be drawn to the very elements of 1E that differentiate it from what came after -- the weird rules, the specifically "Gygaxian" prose and flavor -- even if, or specifically <u>because</u>, that's not the way they played back in the 80s. It makes the game seem fresh and different, not just a return to the bland game that you played during the 90s and eventually got sick of, but something different and new. Sure it's a little weird, but it's weird in a cool sort of way that really draws you (by which I suppose I mean "me" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) in -- you may not want to actually use all those weird rules, but you want to capture the feel and flavor of what those rules represent -- you want to <em>be</em> that guy with the beard at the back of the 1E Players Handbook leaving the dungeon with a smile on his face and a sack of treasure <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="T. Foster, post: 4545329, member: 16574"] I agree that at the time 2E AD&D was released its rules by and large represented how 1E AD&D was actually being played in RPGA tournaments and by people who responded to TSR's marketing surveys in Dragon -- a streamlined version of the game that cut out a lot of the more baroque special case rules. That said, for people who played this way and eventually grew bored with 2E, thought 3E was a breath of fresh air at first but became overwhelmed by all the detail and began looking backwards for something different, it's not really surprising that they'd be drawn to the very elements of 1E that differentiate it from what came after -- the weird rules, the specifically "Gygaxian" prose and flavor -- even if, or specifically [u]because[/u], that's not the way they played back in the 80s. It makes the game seem fresh and different, not just a return to the bland game that you played during the 90s and eventually got sick of, but something different and new. Sure it's a little weird, but it's weird in a cool sort of way that really draws you (by which I suppose I mean "me" ;)) in -- you may not want to actually use all those weird rules, but you want to capture the feel and flavor of what those rules represent -- you want to [I]be[/I] that guy with the beard at the back of the 1E Players Handbook leaving the dungeon with a smile on his face and a sack of treasure :D [/QUOTE]
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