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What DO you like about 1E AD&D
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<blockquote data-quote="Valiant" data-source="post: 3906462" data-attributes="member: 54792"><p>The greatest strength of this system IMO was the "setting focus" and the lack of hard and fast rules to determine every situation. By leaving this up to the DM (with only suggestions by the author) it made it difficult for the players to know their chances to do things (this decreased the rules feel and increasing the immersion "playing make believe" experiance, it kept the game fluid, exciting and fresh...like you were really there). Also the "veto power" of the DM kept the players from trying to put on the DMs hat, freeing them up to simply imagine, strategize etc. Many other FRPG games focus too much on micro-managing with rules and too little on making (ie. inspiring and guiding) the players. AD&D tells you to trust the DM (giving him the creativity). The reason AD&D feels so alive with spirit is because of the complete control of the DM. It is the most miss-understood aspect of the game. A good DM will impartially let the players do whatever they feel like, and thus create the story as they go. Ironically, the difficulty in understanding the real rules of the game even furthered this experiance, as each DM was forced to interpret the rules as he saw fit (infact we still can't agree on simple things like how initiative is supposed to work). </p><p></p><p>To recap others: </p><p></p><p>1. Archetype system (flavor was added by role play, equipment etc.) </p><p></p><p>2. De-emphasis on attributes </p><p>3. Death always a strong possibility </p><p>4. The setting (heavily dungeon focused) esp. pre-Greyhawk (which was limiting IMO). </p><p>5. Using a to hit and save table system (freed up the DM and players).</p><p>6. The speed and ease of resolving battles (espl. when compared to later versions).</p><p>7. The initiative system (Side A vs Side B) role a D6, high role goes first. The details about</p><p> exactly how this works shouldn't detract from its basic concept. </p><p>8. Not having a hard fast rule for every situation (allowed for a fluid and unpredictable experiance). </p><p>9. Ease of creating your own world and dungeons </p><p>The list could go on of course, but reality unfort. calls. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Valiant, post: 3906462, member: 54792"] The greatest strength of this system IMO was the "setting focus" and the lack of hard and fast rules to determine every situation. By leaving this up to the DM (with only suggestions by the author) it made it difficult for the players to know their chances to do things (this decreased the rules feel and increasing the immersion "playing make believe" experiance, it kept the game fluid, exciting and fresh...like you were really there). Also the "veto power" of the DM kept the players from trying to put on the DMs hat, freeing them up to simply imagine, strategize etc. Many other FRPG games focus too much on micro-managing with rules and too little on making (ie. inspiring and guiding) the players. AD&D tells you to trust the DM (giving him the creativity). The reason AD&D feels so alive with spirit is because of the complete control of the DM. It is the most miss-understood aspect of the game. A good DM will impartially let the players do whatever they feel like, and thus create the story as they go. Ironically, the difficulty in understanding the real rules of the game even furthered this experiance, as each DM was forced to interpret the rules as he saw fit (infact we still can't agree on simple things like how initiative is supposed to work). To recap others: 1. Archetype system (flavor was added by role play, equipment etc.) 2. De-emphasis on attributes 3. Death always a strong possibility 4. The setting (heavily dungeon focused) esp. pre-Greyhawk (which was limiting IMO). 5. Using a to hit and save table system (freed up the DM and players). 6. The speed and ease of resolving battles (espl. when compared to later versions). 7. The initiative system (Side A vs Side B) role a D6, high role goes first. The details about exactly how this works shouldn't detract from its basic concept. 8. Not having a hard fast rule for every situation (allowed for a fluid and unpredictable experiance). 9. Ease of creating your own world and dungeons The list could go on of course, but reality unfort. calls. ;) [/QUOTE]
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