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Understanding the Design Principles in Early D&D
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<blockquote data-quote="Voadam" data-source="post: 8591530" data-attributes="member: 2209"><p>I do not agree with this. </p><p></p><p>I know when I got the Moldvay Basic set it was in part to learn how to play D&D and when I got the 1e PH and DMG I read them to learn how to play AD&D. To the extent they fail to allow that I considered that a failure, not a different goal.</p><p></p><p>Initiative rules should ideally be defined rules.</p><p></p><p>I expected different worlds and adventures and experiences to be unique from one table to the next, but not really the baseline rules of the game out of the box.</p><p></p><p>There was a lot of effort spent reading and cross-referencing rule sections like it was statutory code and common law. I remember the term rules lawyer from the 1e era.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8591530, member: 2209"] I do not agree with this. I know when I got the Moldvay Basic set it was in part to learn how to play D&D and when I got the 1e PH and DMG I read them to learn how to play AD&D. To the extent they fail to allow that I considered that a failure, not a different goal. Initiative rules should ideally be defined rules. I expected different worlds and adventures and experiences to be unique from one table to the next, but not really the baseline rules of the game out of the box. There was a lot of effort spent reading and cross-referencing rule sections like it was statutory code and common law. I remember the term rules lawyer from the 1e era. [/QUOTE]
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