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Were the 80s really the Golden Age of D&D?
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<blockquote data-quote="Ariosto" data-source="post: 5012970" data-attributes="member: 80487"><p>I have played a lot of AD&D. None of those things ever tripped me up. I really don't see how #1 is an issue at all, or how #2 matches your description -- much less being a "mathematical quirk". With #3 and #4, we're dealing really with quibbles over "flavor" rather than problems in arithmetic.</p><p></p><p>YMMV, of course, and if you prefer 3e and 4e then your "stripped down" assessment is understandable (if anachronistic).</p><p></p><p>Not really, but to save space (and for "futuristic" flavor), values above 9 were often represented with alphabetic characters. <shrug> I guess it's about as nifty or off-putting as a lot of stuff "Trekkies" dig. Sort of like some folks thinking "Vancian" spell names (or the ... whatever they are ... power names in 4e) are neater than bland stuff like "fire ball".</p><p></p><p>So, little things like that really yank your chain. Not lengthy "stat blocks", though. Not huge volumes of rules, mostly dedicated to making any fight scene take about an hour to work out.</p><p></p><p>Theoretically, if WW and WotC baroque confections are easy enough for you to manage then "classic" Traveller should be a piece of cake. Weird that you should be so confounded by having so much Original D&D material at your fingertips in the Advanced books -- but the Basic ones present the <strong>same essential mechanisms</strong>. I don't know whether a 10-year-old can open a White Wolf book and get to running a game right away, but with Moldvay Basic yes indeed. The later Mentzer edition even puts you through a solo adventure (or two?) so you can <em>learn by playing</em> even if there's no experienced DM handy.</p><p></p><p>Of course, I have at least gotten through character generation with game systems that were in sum even more involved than WW's. I don't <em>prefer</em> any of them (RuneQuest II or, say, Villains & Vigilantes being pretty much my usual "crunch" limit) these days, but I can appreciate them. The "new school" Super Heavy Nights, though, really do give me a headache if my eyes don't glaze over first -- and White Wolf or 4e more than 3e.</p><p></p><p>Different strokes for different brains, eh?</p><p></p><p>Old D&D and Traveller are the ones stripped for easy action, from my perspective. The challenge for a GM is in creating an interesting environment to explore; for the players, in exploring it.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5012970, member: 80487"] I have played a lot of AD&D. None of those things ever tripped me up. I really don't see how #1 is an issue at all, or how #2 matches your description -- much less being a "mathematical quirk". With #3 and #4, we're dealing really with quibbles over "flavor" rather than problems in arithmetic. YMMV, of course, and if you prefer 3e and 4e then your "stripped down" assessment is understandable (if anachronistic). Not really, but to save space (and for "futuristic" flavor), values above 9 were often represented with alphabetic characters. <shrug> I guess it's about as nifty or off-putting as a lot of stuff "Trekkies" dig. Sort of like some folks thinking "Vancian" spell names (or the ... whatever they are ... power names in 4e) are neater than bland stuff like "fire ball". So, little things like that really yank your chain. Not lengthy "stat blocks", though. Not huge volumes of rules, mostly dedicated to making any fight scene take about an hour to work out. Theoretically, if WW and WotC baroque confections are easy enough for you to manage then "classic" Traveller should be a piece of cake. Weird that you should be so confounded by having so much Original D&D material at your fingertips in the Advanced books -- but the Basic ones present the [B]same essential mechanisms[/B]. I don't know whether a 10-year-old can open a White Wolf book and get to running a game right away, but with Moldvay Basic yes indeed. The later Mentzer edition even puts you through a solo adventure (or two?) so you can [I]learn by playing[/I] even if there's no experienced DM handy. Of course, I have at least gotten through character generation with game systems that were in sum even more involved than WW's. I don't [I]prefer[/I] any of them (RuneQuest II or, say, Villains & Vigilantes being pretty much my usual "crunch" limit) these days, but I can appreciate them. The "new school" Super Heavy Nights, though, really do give me a headache if my eyes don't glaze over first -- and White Wolf or 4e more than 3e. Different strokes for different brains, eh? Old D&D and Traveller are the ones stripped for easy action, from my perspective. The challenge for a GM is in creating an interesting environment to explore; for the players, in exploring it. [/QUOTE]
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Were the 80s really the Golden Age of D&D?
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