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Was AD&D1 designed for game balance?
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<blockquote data-quote="Ariosto" data-source="post: 5046701" data-attributes="member: 80487"><p>It would be hard to get more of that brand of "awesome" than the player of a tabletop war game, a video game, etc., who has no thought at all of confusing self and game-pawn.</p><p></p><p>The notion that <em>not</em> putting oneself "in those shoes" is so much more to be desired in a role-playing game periodically rises to haughty eminence, generally to the detriment of the game as anything but a sort of mock theater.</p><p></p><p>The way it figures presently is in the vogue to elevate mathematical 'simulation' of a character to such absurd priority as nearly to reduce 'players' to robotic random-number generators.</p><p></p><p>There is certainly room for what Gygax termed (IIRC) "role emulation", but not to the exclusion of the "role assumption" that he held (if with corresponding bias) to be the more mature form. </p><p></p><p>A <strong>balance</strong> of the various modes is, I think, most desirable. Different players start from different aptitudes and interests. The synergies in which we can grow in skill together are among the benefits of long-lasting associations accommodating diverse styles. The game is richer for that breadth and for that depth.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5046701, member: 80487"] It would be hard to get more of that brand of "awesome" than the player of a tabletop war game, a video game, etc., who has no thought at all of confusing self and game-pawn. The notion that [i]not[/i] putting oneself "in those shoes" is so much more to be desired in a role-playing game periodically rises to haughty eminence, generally to the detriment of the game as anything but a sort of mock theater. The way it figures presently is in the vogue to elevate mathematical 'simulation' of a character to such absurd priority as nearly to reduce 'players' to robotic random-number generators. There is certainly room for what Gygax termed (IIRC) "role emulation", but not to the exclusion of the "role assumption" that he held (if with corresponding bias) to be the more mature form. A [b]balance[/b] of the various modes is, I think, most desirable. Different players start from different aptitudes and interests. The synergies in which we can grow in skill together are among the benefits of long-lasting associations accommodating diverse styles. The game is richer for that breadth and for that depth. [/QUOTE]
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Was AD&D1 designed for game balance?
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