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When Did Cleric Spell Selection Change?
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<blockquote data-quote="Henry" data-source="post: 4470653" data-attributes="member: 158"><p>If Chuck Norris were a cleric, gods would petition HIM for spells. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Honestly though, getting back to Gary, and Law Schick's visions of AD&D, some of the things I heard Gary say in person were pretty adversarial; that was the way he and the players liked it. One of the reasons his Greyhawl\k city was so byzantine, large, and chaotic was because of one player's photographic memory (Rob Kuntz?) The player would tell HIM everytime he made a mistake on where the blacksmith's shop was, or where a certain tavern was, etc. Plus he could sneak one look at Gary's maps and get an idea of where to go and what to avoid. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And remember, it was Rob Kuntz who was the first "spelljammer" using a brass carriage and a flock of geese (or something equally insane) to try to travel to the moons of Greyhawk. </p><p></p><p>So I surmise Gary preferred to often times just have outright veto power if his players came up with a scheme to outright break the game with the materials at hand. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Admittedly, it does make sense to me that a deity would have veto power on any miracles the cleric would wish to perform in his or her name...</p></blockquote><p></p>
[QUOTE="Henry, post: 4470653, member: 158"] If Chuck Norris were a cleric, gods would petition HIM for spells. :) Honestly though, getting back to Gary, and Law Schick's visions of AD&D, some of the things I heard Gary say in person were pretty adversarial; that was the way he and the players liked it. One of the reasons his Greyhawl\k city was so byzantine, large, and chaotic was because of one player's photographic memory (Rob Kuntz?) The player would tell HIM everytime he made a mistake on where the blacksmith's shop was, or where a certain tavern was, etc. Plus he could sneak one look at Gary's maps and get an idea of where to go and what to avoid. :) And remember, it was Rob Kuntz who was the first "spelljammer" using a brass carriage and a flock of geese (or something equally insane) to try to travel to the moons of Greyhawk. So I surmise Gary preferred to often times just have outright veto power if his players came up with a scheme to outright break the game with the materials at hand. :) Admittedly, it does make sense to me that a deity would have veto power on any miracles the cleric would wish to perform in his or her name... [/QUOTE]
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