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The "Old School Revival" - The Light Bulb Goes On
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<blockquote data-quote="Celebrim" data-source="post: 5366529" data-attributes="member: 4937"><p>I have always understood the impulse, but I should say as someone with 1e experience, that D&D has always 'blown up' both in terms of the difficulty of balancing the game and the difficulty of running the game somewhere above 13th level. High level play is just difficult. Your best bet is to slow down the rate of advancement and concentrate on story and adventure as your goals rather than arbitrary character attainment. </p><p></p><p>Likewise, table arguments from rules lawyer-ish players are nothing new, and if anything, were much less of a problem in 3e than they were in earlier editions. If you think 'having a rule for everything' is a problem, wait until you get to 'having ambigious guidelines for everything' if you want to see what real rules lawyer hell is like. Streamlining the rules doesn't help as much as you think. It just makes the players that much more willing to question whether your decision was the right one. When you don't have firm rules, what you end up with is each player telling you how you should interpret the situation based on their personal real world experience and/or what they read somewhere.</p><p></p><p>Anyway, welcome to DMing. Above anything else, what I hope you take away from this experience is how you should approach the game as a player. Once you've DMed a while, you get alot more sympathetic to your DMs.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5366529, member: 4937"] I have always understood the impulse, but I should say as someone with 1e experience, that D&D has always 'blown up' both in terms of the difficulty of balancing the game and the difficulty of running the game somewhere above 13th level. High level play is just difficult. Your best bet is to slow down the rate of advancement and concentrate on story and adventure as your goals rather than arbitrary character attainment. Likewise, table arguments from rules lawyer-ish players are nothing new, and if anything, were much less of a problem in 3e than they were in earlier editions. If you think 'having a rule for everything' is a problem, wait until you get to 'having ambigious guidelines for everything' if you want to see what real rules lawyer hell is like. Streamlining the rules doesn't help as much as you think. It just makes the players that much more willing to question whether your decision was the right one. When you don't have firm rules, what you end up with is each player telling you how you should interpret the situation based on their personal real world experience and/or what they read somewhere. Anyway, welcome to DMing. Above anything else, what I hope you take away from this experience is how you should approach the game as a player. Once you've DMed a while, you get alot more sympathetic to your DMs. [/QUOTE]
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