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What formed your idea of what D&D is to you?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4623687" data-attributes="member: 19675"><p>I guess I'm a bit of a counterexample. While I still vividly remember my first D&D experience (1977, after school in library at East Middle School, Aurora CO- TPK...just barely), and have been a member of several long-lasting and incredibly fun groups, what <em>really</em> formed my concept of the ideal of D&D is the system itself in comparison to other games.</p><p></p><p>Over time, I've played hundreds of different RPGs in a variety of genres. Although there was much innovation from other RPG designers, eventually, some of the FRPGs just seemed like clones of each other.</p><p></p><p>D&D just did things differently, and usually with more flexibility. For me, many of the "sacred cows" of D&D were part of what I really liked about the game. I can find a myriad of FRPGs that don't have alignment systems- D&D's was the most detailed I knew. Many (if not most) of them have spells that are reusable as long as the spellcaster can power them, whereas until the 3Ed Sorcerer, the Vancian mage was the only full arcane caster in the game.</p><p></p><p>I'm not saying that these mechanics were inherently better- after all, my favorite 3 games are (in order) HERO, M&M, and 3.X D&D.</p><p></p><p>But those (and other) artifacts of the system are unique to D&D, and they make you think in a different way. You manage your resources differently in (pre-4Ed) D&D than in almost any other game out there.</p><p></p><p>That gave D&D a particular identity to me, one I liked and sought out.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4623687, member: 19675"] I guess I'm a bit of a counterexample. While I still vividly remember my first D&D experience (1977, after school in library at East Middle School, Aurora CO- TPK...just barely), and have been a member of several long-lasting and incredibly fun groups, what [I]really[/I] formed my concept of the ideal of D&D is the system itself in comparison to other games. Over time, I've played hundreds of different RPGs in a variety of genres. Although there was much innovation from other RPG designers, eventually, some of the FRPGs just seemed like clones of each other. D&D just did things differently, and usually with more flexibility. For me, many of the "sacred cows" of D&D were part of what I really liked about the game. I can find a myriad of FRPGs that don't have alignment systems- D&D's was the most detailed I knew. Many (if not most) of them have spells that are reusable as long as the spellcaster can power them, whereas until the 3Ed Sorcerer, the Vancian mage was the only full arcane caster in the game. I'm not saying that these mechanics were inherently better- after all, my favorite 3 games are (in order) HERO, M&M, and 3.X D&D. But those (and other) artifacts of the system are unique to D&D, and they make you think in a different way. You manage your resources differently in (pre-4Ed) D&D than in almost any other game out there. That gave D&D a particular identity to me, one I liked and sought out. [/QUOTE]
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