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Understanding the Design Principles in Early D&D
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<blockquote data-quote="bloodtide" data-source="post: 8593254" data-attributes="member: 6684958"><p>My two coppers...</p><p></p><p>The BIG thing to remember is that D&D was not just a New game.....it was a whole new activity. A new, unique activity that no one had ever seen before.</p><p></p><p>Take nearly any board game released in the whole 20th century: you open the box, read and follow the rules and play the game. Except D&D is not like that.....it's not even close. D&D, as most RPGs, are a unique activity. </p><p></p><p>Gary and the rest were breaking new ground, in uncharted waters and saling beyond the farthest star. And they were alone. They did not have 50 years of RPG lore and information: They had nothing. They had to make EVERYTHING from scratch. Things like Hit Points, that most five year olds today know about and understand, were a new thing that nobody knew about at all back in the day. </p><p></p><p>There is no way that any new complex thing like a RPG would not be "rough" around the edges at first. Things refine over time. </p><p></p><p>They very much so tossed D&D out there to see what other people would make of it. And HUGE vast parts of 1E came from fan suggestions, if not outright things made by gamers. When the folks at TSR saw something fan created that they liked, they grabbed it up and added it to the game.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8593254, member: 6684958"] My two coppers... The BIG thing to remember is that D&D was not just a New game.....it was a whole new activity. A new, unique activity that no one had ever seen before. Take nearly any board game released in the whole 20th century: you open the box, read and follow the rules and play the game. Except D&D is not like that.....it's not even close. D&D, as most RPGs, are a unique activity. Gary and the rest were breaking new ground, in uncharted waters and saling beyond the farthest star. And they were alone. They did not have 50 years of RPG lore and information: They had nothing. They had to make EVERYTHING from scratch. Things like Hit Points, that most five year olds today know about and understand, were a new thing that nobody knew about at all back in the day. There is no way that any new complex thing like a RPG would not be "rough" around the edges at first. Things refine over time. They very much so tossed D&D out there to see what other people would make of it. And HUGE vast parts of 1E came from fan suggestions, if not outright things made by gamers. When the folks at TSR saw something fan created that they liked, they grabbed it up and added it to the game. [/QUOTE]
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