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General Tabletop Discussion
*Dungeons & Dragons
What Constitutes "Old School" D&D
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8677121" data-attributes="member: 82106"><p>Right, that's my thought. I don't recall there being ANY emphasis in the ACTUAL old days, for example, on 'rules lite' or anything like that! In fact most of what was going on in those days was people furiously writing new rules to go on top of the old rules! D&D was ADVERTISED as a 'toolbox' that would get you some core pieces from which you could build your 'campaign' (which term almost meant the same as a whole RPG back in those days). So you took the white box and you added charts and tables and rules and encounter matrices, alternate homebrew classes, etc. etc. etc. until you had everything you needed covered. If you didn't ACTUALLY do that stuff, it was just because you were a neophyte DM and once you got started by gosh you'd add all that custom stuff that would make your game really pop!</p><p></p><p>I never heard of ANYONE who espoused the idea that a lack of system was some sort of high concept. Later purists have gone back and stated how bad a thing the thief class was, with its dice-based abilities. Nobody thought that in 1975! That's what classes were for, adding packages of new ability mechanics and 'stuff' so you could do some new cool thing. I mean, I'm guessing someone will trot out some quote from SOMEBODY back then who will say they flamed Gary for making thieves, no doubt there was one someplace. It sure as heck was not some great movement. Nobody had that kind of analytical insight into RPG play one or two years after it was born. We were all just blown away by the concept and writing stuff down like mad dogs.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8677121, member: 82106"] Right, that's my thought. I don't recall there being ANY emphasis in the ACTUAL old days, for example, on 'rules lite' or anything like that! In fact most of what was going on in those days was people furiously writing new rules to go on top of the old rules! D&D was ADVERTISED as a 'toolbox' that would get you some core pieces from which you could build your 'campaign' (which term almost meant the same as a whole RPG back in those days). So you took the white box and you added charts and tables and rules and encounter matrices, alternate homebrew classes, etc. etc. etc. until you had everything you needed covered. If you didn't ACTUALLY do that stuff, it was just because you were a neophyte DM and once you got started by gosh you'd add all that custom stuff that would make your game really pop! I never heard of ANYONE who espoused the idea that a lack of system was some sort of high concept. Later purists have gone back and stated how bad a thing the thief class was, with its dice-based abilities. Nobody thought that in 1975! That's what classes were for, adding packages of new ability mechanics and 'stuff' so you could do some new cool thing. I mean, I'm guessing someone will trot out some quote from SOMEBODY back then who will say they flamed Gary for making thieves, no doubt there was one someplace. It sure as heck was not some great movement. Nobody had that kind of analytical insight into RPG play one or two years after it was born. We were all just blown away by the concept and writing stuff down like mad dogs. [/QUOTE]
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