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<blockquote data-quote="Jan van Leyden" data-source="post: 5776235" data-attributes="member: 20307"><p>Okay, I'll bite. But I leave out the Original, BECMI, B/X, and RC versions as I haven't played them at all or not enough to form an opinion.</p><p></p><p><span style="color: Lime">AD&D, 1st edition</span>: The fight for survival. You enter the dungeon? Don't rely on being able to see the light of the day again. Everything and anything in there might kill you. It had a near Lovecraftian atmosphere, as your character did things and entered places that no sane being would. If you leave the dungeon, put your dice aside, they aren't needed under the sun.</p><p></p><p><span style="color: Red">AD&D, 2nd edition</span>: You leave the dungeon and see trees and green, red roses, too. There are towns and cities with thousands of people. The focus shifted from dungeon adventuring to living in and interacting with the background of the games world. You forgot your dice? No problem, we won't be using them anyway as we marvel at the intricate background or the world.</p><p></p><p><span style="color: Blue">D&D, 3rd edition</span>: The world describing language. You want to know how long the village blacksmiths needs to forge a sword for you? Which quality he can deliver? No problem, the system gives you the answer. Want to convince the baron to pay more for your service? The answer is just a few die rolls away. Characters become scientific experiments, thus enhancing the meta-game aspects. Player talk more about their characters' minutiae than the adventures.</p><p></p><p><span style="color: DarkOrchid">D&D, 4th edition</span>: Don your jerseys, we're playing against a team of orcs. Teamplay is enforced, death at low levels isn't as imminent as before. Outside of the dungeon the rules support drops dramatically - time to bring back your old player skills from the older editions. 4e is essentially two games at once: a highly detailed tactical combat system and a rather care-free ruleless RPG.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 5776235, member: 20307"] Okay, I'll bite. But I leave out the Original, BECMI, B/X, and RC versions as I haven't played them at all or not enough to form an opinion. [COLOR="Lime"]AD&D, 1st edition[/COLOR]: The fight for survival. You enter the dungeon? Don't rely on being able to see the light of the day again. Everything and anything in there might kill you. It had a near Lovecraftian atmosphere, as your character did things and entered places that no sane being would. If you leave the dungeon, put your dice aside, they aren't needed under the sun. [COLOR="Red"]AD&D, 2nd edition[/COLOR]: You leave the dungeon and see trees and green, red roses, too. There are towns and cities with thousands of people. The focus shifted from dungeon adventuring to living in and interacting with the background of the games world. You forgot your dice? No problem, we won't be using them anyway as we marvel at the intricate background or the world. [COLOR="Blue"]D&D, 3rd edition[/COLOR]: The world describing language. You want to know how long the village blacksmiths needs to forge a sword for you? Which quality he can deliver? No problem, the system gives you the answer. Want to convince the baron to pay more for your service? The answer is just a few die rolls away. Characters become scientific experiments, thus enhancing the meta-game aspects. Player talk more about their characters' minutiae than the adventures. [COLOR="DarkOrchid"]D&D, 4th edition[/COLOR]: Don your jerseys, we're playing against a team of orcs. Teamplay is enforced, death at low levels isn't as imminent as before. Outside of the dungeon the rules support drops dramatically - time to bring back your old player skills from the older editions. 4e is essentially two games at once: a highly detailed tactical combat system and a rather care-free ruleless RPG. [/QUOTE]
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