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Was AD&D1 designed for game balance?
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<blockquote data-quote="Votan" data-source="post: 5067639" data-attributes="member: 18680"><p>Mostly I am trying to get back to an era where there was more hetereogeneity in gaming styles to look for inspiration as to how to improve the play experience in the modern era. While the decisions that led to the current approach are often sound, they do not invalidate different approaches to the game.</p><p></p><p>It's also the case that early game playing tended to be regionally different. I grew up in Canada (Ontario) and it could well be that we deciphered and interpreted rules very differently. Certainly nobody I gamed with back in the day was able to argue that they'd seem Arneson's table and how it was run. </p><p></p><p>So I don;t think I am trying to prove that a style did not exist; I am more trying to figure out different ways to approach the game. I might end up exactly where I am now but with it having been a more examined approach to the whole process. </p><p></p><p>So far, what I have learned is that there is a break even point with a volume of rules material after which more material, no matter how good, begins to interfere with my enjoyment as a DM. I also note that it is a higher threshold as a player. I also have noticed that the idea of "balance" has changed radically and that some of the older styles had a lot to recommend them.</p></blockquote><p></p>
[QUOTE="Votan, post: 5067639, member: 18680"] Mostly I am trying to get back to an era where there was more hetereogeneity in gaming styles to look for inspiration as to how to improve the play experience in the modern era. While the decisions that led to the current approach are often sound, they do not invalidate different approaches to the game. It's also the case that early game playing tended to be regionally different. I grew up in Canada (Ontario) and it could well be that we deciphered and interpreted rules very differently. Certainly nobody I gamed with back in the day was able to argue that they'd seem Arneson's table and how it was run. So I don;t think I am trying to prove that a style did not exist; I am more trying to figure out different ways to approach the game. I might end up exactly where I am now but with it having been a more examined approach to the whole process. So far, what I have learned is that there is a break even point with a volume of rules material after which more material, no matter how good, begins to interfere with my enjoyment as a DM. I also note that it is a higher threshold as a player. I also have noticed that the idea of "balance" has changed radically and that some of the older styles had a lot to recommend them. [/QUOTE]
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Was AD&D1 designed for game balance?
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