Tony Vargas
Legend
Still have my 1e books, so never felt the need to try it.So you’re not a FGG fan?
Fan of 1e who examined it too closely over the years. Thing is, you can love something yet still be aware of it's faults.Or not a 1E fan?
Still have my 1e books, so never felt the need to try it.So you’re not a FGG fan?
Fan of 1e who examined it too closely over the years. Thing is, you can love something yet still be aware of it's faults.Or not a 1E fan?
So Frog God Games market their products as having a 1E feel. What to you makes a product have a 1E feel?
Is it the increased lethality? Is it a DM vs PC mentality? Is it forcing the players to think carefully about every action and situation, rather than relying on the abilities of their PCs to defeat encounters?
What to you gives the 1E feel to D&D games or products?
... was more "free" in terms of genre conventions. While many tables had campaigns set in particular worlds, and, maybe, an overarching theme, for the most part it was a series of small adventures (you might even call them "modules"). It's like the difference between episodic television, and more modern "season long" narratives. Because of this, you could have adventurers doing all sorts of things- from exploring the underworld (D1-D3) to spaceships (Barrier Peaks) to Alice in Wonderland homages (EX1-2) to gothic horror (Strahd) to Egyptian-influenced desert crawls (Desert of Desolation) to Dinosaurs (Isle of Terror) all within the same campaign, not to mention crossing over the Gamma World. Because everything was less defined, it was also more free.
Graph paper.
Lots of it.
For me, it is:
Less focus on mechanics. Your choices and your roleplaying are more impactful than then the modifiers on a die roll.
That you can succeed at a task by describing what you are doing or how you are approaching a problem without needing a die roll.
Characters are an avatar for you to explore a fantasy world more so than a full persona.
An attitude of ‘dice fall where they may’ and an acceptance that not all encounters / traps / environments are fair or balanced. Save or die poison exists, accept it and move on.
Greater sense of lethality. You can lose your character if you make a poor choice.
Less reliant on class abilities, more reliant on ingenuity to overcome obstacles...to get stuff.
Making stuff up or ignoring rules you didn't like, etc. It was also a time of individual creation, which I don't see much anymore. Every gaming table and DM I knew back in the day created their own adventures, regions, or even game worlds. Hardly anyone does that anymore.