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Why are we okay with violence in RPGs?
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<blockquote data-quote="Hussar" data-source="post: 7621612" data-attributes="member: 22779"><p>Well, kinda sorta. Sure, the total would only be a small percentage of kill xp. Monsters weren't worth that much xp. But, in order to get that other percentage - the GP value - by and large you did it by killing the monster that was guarding it. So, yeah, the percentages were mostly for treasure, I totally agree. But, in order to get that treasure, most of the time, the solution was to beat on the xp pinata until it broke and you picked up the coins. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I'm just blown away by folks that want to paint early D&D as anything other than a hack and slash wargame with a thin veneer of story laid over top. 99% of the rules were related to combat. Virtually everything your character got was either directly related to combat, or as a result of combat. This shouldn't be terribly contentious. This is D&D after all. Y'know, back to the dungeon, the mega dungeon, dungeon crawling, that sort of thing? I mean, good grief, look at most modules published up until about 1982, which is a pile of them - they're pretty much nothing but hack fest dungeon crawls.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7621612, member: 22779"] Well, kinda sorta. Sure, the total would only be a small percentage of kill xp. Monsters weren't worth that much xp. But, in order to get that other percentage - the GP value - by and large you did it by killing the monster that was guarding it. So, yeah, the percentages were mostly for treasure, I totally agree. But, in order to get that treasure, most of the time, the solution was to beat on the xp pinata until it broke and you picked up the coins. :D I'm just blown away by folks that want to paint early D&D as anything other than a hack and slash wargame with a thin veneer of story laid over top. 99% of the rules were related to combat. Virtually everything your character got was either directly related to combat, or as a result of combat. This shouldn't be terribly contentious. This is D&D after all. Y'know, back to the dungeon, the mega dungeon, dungeon crawling, that sort of thing? I mean, good grief, look at most modules published up until about 1982, which is a pile of them - they're pretty much nothing but hack fest dungeon crawls. [/QUOTE]
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