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What's your favourite version or variation of D&D?
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<blockquote data-quote="Balesir" data-source="post: 6184213" data-attributes="member: 27160"><p>Covered.</p><p></p><p>My own favourite is 4E, with 13th Age looking very interesting (but finishing a Masters' dissertation means I haven't played it, yet).</p><p></p><p>Warning - nostalgia digression ahead, feel free to skip...</p><p></p><p>I have played RPG since OD&D, but during the AD&D "epoch" I drifted away because (ironically, as you'll see) it wasn't "realistic" enough. I dabbled a bit with 2e (as someone said - CRPG!) and with 3e it looked like D&D actually had some of the structure and simplicity of underlying system that I had been playing with elsewhere (RuneQuest, Bushido, Daredevils, HârnMaster, DragonQuest, Call of Cthulhu were all major features, together with what I can only describe as a "homebrew" based very loosely on OD&D with all the actual systems removed, written by a bunch of Cambridge mathematicians in the late '70s). With 3.x I actually took to defending D&D against the disaffected legions that were playing GURPS, C&S and such - but in the end I came to the conclusion that trying to meld a "realistic" fantasy game with levels and classes really doesn't work that well. Which is why 4E came as such a breath of fresh air. It didn't try to do a "realistic" game and deep immersion while working around the strange, artificial artefacts of class, level and hit points. It embraces those and finds a game style that I think really suits them. 13th Age seems to couple the same approach with some of the "player authorship" mechanisms and ethos that I have found in games like PrimeTime Adventures, Universalis, Burning Wheel and the like. That sounds very appealing.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6184213, member: 27160"] Covered. My own favourite is 4E, with 13th Age looking very interesting (but finishing a Masters' dissertation means I haven't played it, yet). Warning - nostalgia digression ahead, feel free to skip... I have played RPG since OD&D, but during the AD&D "epoch" I drifted away because (ironically, as you'll see) it wasn't "realistic" enough. I dabbled a bit with 2e (as someone said - CRPG!) and with 3e it looked like D&D actually had some of the structure and simplicity of underlying system that I had been playing with elsewhere (RuneQuest, Bushido, Daredevils, HârnMaster, DragonQuest, Call of Cthulhu were all major features, together with what I can only describe as a "homebrew" based very loosely on OD&D with all the actual systems removed, written by a bunch of Cambridge mathematicians in the late '70s). With 3.x I actually took to defending D&D against the disaffected legions that were playing GURPS, C&S and such - but in the end I came to the conclusion that trying to meld a "realistic" fantasy game with levels and classes really doesn't work that well. Which is why 4E came as such a breath of fresh air. It didn't try to do a "realistic" game and deep immersion while working around the strange, artificial artefacts of class, level and hit points. It embraces those and finds a game style that I think really suits them. 13th Age seems to couple the same approach with some of the "player authorship" mechanisms and ethos that I have found in games like PrimeTime Adventures, Universalis, Burning Wheel and the like. That sounds very appealing. [/QUOTE]
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