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What ever happened to just "playing" the game and telling a great story?
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<blockquote data-quote="Satori" data-source="post: 3936263" data-attributes="member: 37233"><p>Do me a favor and google "Microlite20".</p><p></p><p>If DnD were math, 3.5 ed would be Calculus based Physics while Microlite20 is Math Theory.</p><p></p><p>This is my Scientific Wild Arse Guess as to why DMing/Playing 3.5 ED feels like a chore.</p><p></p><p>1. Someone told a great fantasy story.</p><p>2. Someone wanted to relive that fantasy story.</p><p>3. Someone created basic guidelines to make it possible to relive that story.</p><p>4. ?????</p><p>5. Profit!!!</p><p></p><p>I have this furry, squishy place in my heart for 1st ED. I don't know why, but 1st ED simply felt magical...while 2nd ED felt REALLY restrictive and seemed to require dozens of houserules. </p><p></p><p>3rd ED was fun because it seemed designed to put all those houserules into a system that made sense...forming order from chaos.</p><p></p><p>This seemed great...until you realize that part of the fun of DnD is CHAOS!</p><p></p><p>To me, DnD is fun when someone can say "I want my Paladin to fall, become evil, and have all of his abilities warped into something twisted and evil!"</p><p></p><p>We then sit down, discuss what types of abilities he wants and what types of restrictions he'll have...and the show goes on!</p><p></p><p>Well...3.5 ED took that houseruled class and turned it into a Blackguard...which may or may not fit into the picture my player had for his PC. This forces him to dig around in various splatbooks until he finds a right mix of abilities that fit his concept...</p><p></p><p>...and so we get a Paladin 4/Rogue 3/Bard 5/Frenzied Berzerker 8.</p><p></p><p>Le Sigh</p><p></p><p>I believe the majority of 3.X ED issues stem from the fundamental changes the system, in context, has undergone. </p><p></p><p>Back in the day, DnD was a place to let your imagination run wild. While you can still do so in 3.X ED, you now must become part mathemetician, part engineer in order to make that imaginitive character moderately functional.</p><p></p><p>I love 3.X ED. I have nearly all the books, and I still feel that the SPIRIT is still the same. It just seems that the CONTEXT is vastly different than it used to be.</p><p></p><p>This not a bad thing! It's just different, and it should appeal to a different style of play. Back in the day imagination and creativity ruled the day. Now, you need a definite sense of logic, math, and reason to truly take advantage of the system.</p><p></p><p>Each system has its place...and I certainly feel that Microlite20 (or any other stripped down, rules bare system) will invigorate your zest for the game.</p><p></p><p>---</p><p></p><p>One last thing before my drunken ramblings end.</p><p></p><p>Do me a favor and give this a shot.</p><p></p><p>1. Conduct an intro adventure to get the party together and get some chemistry brewing.</p><p>2. Eventually lead them to a big city.</p><p>3. Put away ALL your notes regarding grand, overarching plot lines.</p><p>4. Put a blank sheet of paper in front of you.</p><p>5. Ask your players, "What do you do?"</p><p></p><p>I have DM'd some of the best adventures in over 14 years of gaming by giving complete and utter control to the players. Given the right group, you'll be amazed at the type of ingenuity your players are capable.</p><p></p><p>In one instance, my players entered a HUGE city at level 3.</p><p></p><p>By level 10 one was a mayor, one was a criminal lord of the underground thieves guild, another established a traveling circus, and yet another opened a thriving bar. Through their own devices, they started from nothing and created the world...and the GAME...that they wanted...</p><p></p><p>...and it was IMMENSELY entertaining to be involved in.</p></blockquote><p></p>
[QUOTE="Satori, post: 3936263, member: 37233"] Do me a favor and google "Microlite20". If DnD were math, 3.5 ed would be Calculus based Physics while Microlite20 is Math Theory. This is my Scientific Wild Arse Guess as to why DMing/Playing 3.5 ED feels like a chore. 1. Someone told a great fantasy story. 2. Someone wanted to relive that fantasy story. 3. Someone created basic guidelines to make it possible to relive that story. 4. ????? 5. Profit!!! I have this furry, squishy place in my heart for 1st ED. I don't know why, but 1st ED simply felt magical...while 2nd ED felt REALLY restrictive and seemed to require dozens of houserules. 3rd ED was fun because it seemed designed to put all those houserules into a system that made sense...forming order from chaos. This seemed great...until you realize that part of the fun of DnD is CHAOS! To me, DnD is fun when someone can say "I want my Paladin to fall, become evil, and have all of his abilities warped into something twisted and evil!" We then sit down, discuss what types of abilities he wants and what types of restrictions he'll have...and the show goes on! Well...3.5 ED took that houseruled class and turned it into a Blackguard...which may or may not fit into the picture my player had for his PC. This forces him to dig around in various splatbooks until he finds a right mix of abilities that fit his concept... ...and so we get a Paladin 4/Rogue 3/Bard 5/Frenzied Berzerker 8. Le Sigh I believe the majority of 3.X ED issues stem from the fundamental changes the system, in context, has undergone. Back in the day, DnD was a place to let your imagination run wild. While you can still do so in 3.X ED, you now must become part mathemetician, part engineer in order to make that imaginitive character moderately functional. I love 3.X ED. I have nearly all the books, and I still feel that the SPIRIT is still the same. It just seems that the CONTEXT is vastly different than it used to be. This not a bad thing! It's just different, and it should appeal to a different style of play. Back in the day imagination and creativity ruled the day. Now, you need a definite sense of logic, math, and reason to truly take advantage of the system. Each system has its place...and I certainly feel that Microlite20 (or any other stripped down, rules bare system) will invigorate your zest for the game. --- One last thing before my drunken ramblings end. Do me a favor and give this a shot. 1. Conduct an intro adventure to get the party together and get some chemistry brewing. 2. Eventually lead them to a big city. 3. Put away ALL your notes regarding grand, overarching plot lines. 4. Put a blank sheet of paper in front of you. 5. Ask your players, "What do you do?" I have DM'd some of the best adventures in over 14 years of gaming by giving complete and utter control to the players. Given the right group, you'll be amazed at the type of ingenuity your players are capable. In one instance, my players entered a HUGE city at level 3. By level 10 one was a mayor, one was a criminal lord of the underground thieves guild, another established a traveling circus, and yet another opened a thriving bar. Through their own devices, they started from nothing and created the world...and the GAME...that they wanted... ...and it was IMMENSELY entertaining to be involved in. [/QUOTE]
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