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<blockquote data-quote="WayOfTheFourElements" data-source="post: 8096711" data-attributes="member: 6904757"><p>AD&D was Gygax's new ways of playing OD&D.</p><p>AD&D 2e was Zeb Cook's way of playing OD&D.</p><p>3e was Monte Cook, Jonathan Tweet, and Skip Williams's way of playing OD&D.</p><p>4e was Rob Heinsoo's.</p><p>5e was Mike Mearls's.</p><p></p><p>Pendragon was Greg Stafford's Authurian inspired OD&D.</p><p>Traveler was Marc W. Miller's OD&D in space.</p><p></p><p>OD&D defined itself, not as a set of rules, but as an framework for creating one's own personalized game. Without OD&D none of those games would exist. They all derive themselves from it. Some of those personalized homebrews also have a price tag, but they're all equally valid ways to play the game.</p><p></p><ul> <li data-xf-list-type="ul">"Will enjoy playing DUNGEONS & DRAGONS®. Its possibilities go far beyond any previous offerings anywhere!"</li> <li data-xf-list-type="ul">"As with any other set of miniatures rules t<strong>hey are guidelines to follow in designing your own fantastic-medieval campaign</strong>. They provide the <strong>framework </strong>around which you will build a <strong>game of simplicity or tremendous complexity</strong> — your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination — the fascination of the game will tend to make participants find more and more time "</li> <li data-xf-list-type="ul">"Actually,<strong> the scope need not be restricted to the medieval</strong>; it can stretch from the prehistoric to the imagined future, but such <strong>expansion is recommended</strong> at such time as the possibilities in the medieval aspect have been thoroughly explored. "</li> </ul></blockquote><p></p>
[QUOTE="WayOfTheFourElements, post: 8096711, member: 6904757"] AD&D was Gygax's new ways of playing OD&D. AD&D 2e was Zeb Cook's way of playing OD&D. 3e was Monte Cook, Jonathan Tweet, and Skip Williams's way of playing OD&D. 4e was Rob Heinsoo's. 5e was Mike Mearls's. Pendragon was Greg Stafford's Authurian inspired OD&D. Traveler was Marc W. Miller's OD&D in space. OD&D defined itself, not as a set of rules, but as an framework for creating one's own personalized game. Without OD&D none of those games would exist. They all derive themselves from it. Some of those personalized homebrews also have a price tag, but they're all equally valid ways to play the game. [LIST] [*]"Will enjoy playing DUNGEONS & DRAGONS®. Its possibilities go far beyond any previous offerings anywhere!" [*]"As with any other set of miniatures rules t[B]hey are guidelines to follow in designing your own fantastic-medieval campaign[/B]. They provide the [B]framework [/B]around which you will build a [B]game of simplicity or tremendous complexity[/B] — your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination — the fascination of the game will tend to make participants find more and more time " [*]"Actually,[B] the scope need not be restricted to the medieval[/B]; it can stretch from the prehistoric to the imagined future, but such [B]expansion is recommended[/B] at such time as the possibilities in the medieval aspect have been thoroughly explored. " [/LIST] [/QUOTE]
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