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<blockquote data-quote="WizarDru" data-source="post: 5827053" data-attributes="member: 151"><p>Well, there were several, to be sure. The first games we played were Basic D&D, Red box and they were pretty fast and loose. There wasn't a concept of story, per se. The whole idea of the RPG was still taking shape and while it was clearly a game of the imagination, the 'game' part loomed larger than the 'role-playing' part, as I recall. This would change fairly quickly.</p><p></p><p>The goal was to move on up to AD&D (which we foolishly thought of as 'real' D&D, at the time). This is where we would create campaigns, story-arcs and linked adventures that had some staying power. </p><p></p><p>Rules were in plenty. I find it funny to hear how later editions are supposed to be so rules-heavy, when one thing we did was ignore chunks of the rules that seems clunky or unnecessary to us in AD&D. Every campaign of which I was aware had house-rules, some small and some extensive (like, <em>"here's a booklet of MY changes"</em> extensive). Gary gave us plenty to work with and the mandate to use what you wanted. And so we did.</p><p></p><p>My game has always been what we would call cinematic. Free-wheeling and dependent more on what was fun or interesting than specific adherence to the rules. In one game I had elemental dragons destroy the temple the players had been raised in, forcing them on a quest to stop the dragons from rising and destroying the world. They traveled to a pyramid of traps that was full of anachronistic details. It was WONDERFUL.</p><p></p><p>In a game we played in college, my character was turned into a half-demon, wielding a sword called "Sanguinarius Predator", which was a demon bound in sword form. I remember fighting side-by-side with a bunch of Samurai Orcs in a pitched battle against a Frost Worm, hanging on to it's maw for my life and swinging my sword as it smashed my nigh-indestructible body into a glacier while the wizard summoned up an imperial fire demon to slow it down.</p><p></p><p>Good Times. Good Times.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5827053, member: 151"] Well, there were several, to be sure. The first games we played were Basic D&D, Red box and they were pretty fast and loose. There wasn't a concept of story, per se. The whole idea of the RPG was still taking shape and while it was clearly a game of the imagination, the 'game' part loomed larger than the 'role-playing' part, as I recall. This would change fairly quickly. The goal was to move on up to AD&D (which we foolishly thought of as 'real' D&D, at the time). This is where we would create campaigns, story-arcs and linked adventures that had some staying power. Rules were in plenty. I find it funny to hear how later editions are supposed to be so rules-heavy, when one thing we did was ignore chunks of the rules that seems clunky or unnecessary to us in AD&D. Every campaign of which I was aware had house-rules, some small and some extensive (like, [i]"here's a booklet of MY changes"[/i] extensive). Gary gave us plenty to work with and the mandate to use what you wanted. And so we did. My game has always been what we would call cinematic. Free-wheeling and dependent more on what was fun or interesting than specific adherence to the rules. In one game I had elemental dragons destroy the temple the players had been raised in, forcing them on a quest to stop the dragons from rising and destroying the world. They traveled to a pyramid of traps that was full of anachronistic details. It was WONDERFUL. In a game we played in college, my character was turned into a half-demon, wielding a sword called "Sanguinarius Predator", which was a demon bound in sword form. I remember fighting side-by-side with a bunch of Samurai Orcs in a pitched battle against a Frost Worm, hanging on to it's maw for my life and swinging my sword as it smashed my nigh-indestructible body into a glacier while the wizard summoned up an imperial fire demon to slow it down. Good Times. Good Times. [/QUOTE]
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