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What DON'T you like about 1E AD&D?
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<blockquote data-quote="Storm Raven" data-source="post: 3912200" data-attributes="member: 307"><p>Because they don't pertain the the question being discussed. The difference between "1 DM in a group of 3, and 3 DMs with a group of 8, or 6 DMs in a group of 6" is of no probative value for this discussion - once the majority of groups jump the threshold of "1 DM per group" it ruins the "DMG must be verboten to players" argument. The additional questions you bring up have no real value, because they are beside the point.</p><p></p><p>Of course, if you think they matter, perhaps you'd care to explain <em>why</em> they would matter. Something you have not bothered to do as of yet.</p><p></p><p></p><p></p><p>No, I didn't. Because it is wrapped up in the "enjoyment of the game" portion. The question was does the game depend upon keeping the players in the dark concerning the inside of the DMG to maintain their enjoyment as players. And it doesn't. Nor does it appear that game was designed with that in mind. The "mystery and newness" doesn't seem to be that big a deal when it comes to keeping players guessing about the rules.</p><p></p><p>I would say that if you are relying upon playing Calvinball as DM in order to keep the "mystery and newness" if the game, there are problems with your campaign. The mystery and newness should come from "what are the servants of the snake-eyed god up to" not "oh my god, I wonder what the rules for climbing a tree are". I would argue that it <em>detracts</em> from player enjoyment to have a poorly designed, and at times unintelligible rule set.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 3912200, member: 307"] Because they don't pertain the the question being discussed. The difference between "1 DM in a group of 3, and 3 DMs with a group of 8, or 6 DMs in a group of 6" is of no probative value for this discussion - once the majority of groups jump the threshold of "1 DM per group" it ruins the "DMG must be verboten to players" argument. The additional questions you bring up have no real value, because they are beside the point. Of course, if you think they matter, perhaps you'd care to explain [i]why[/i] they would matter. Something you have not bothered to do as of yet. No, I didn't. Because it is wrapped up in the "enjoyment of the game" portion. The question was does the game depend upon keeping the players in the dark concerning the inside of the DMG to maintain their enjoyment as players. And it doesn't. Nor does it appear that game was designed with that in mind. The "mystery and newness" doesn't seem to be that big a deal when it comes to keeping players guessing about the rules. I would say that if you are relying upon playing Calvinball as DM in order to keep the "mystery and newness" if the game, there are problems with your campaign. The mystery and newness should come from "what are the servants of the snake-eyed god up to" not "oh my god, I wonder what the rules for climbing a tree are". I would argue that it [i]detracts[/i] from player enjoyment to have a poorly designed, and at times unintelligible rule set. [/QUOTE]
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