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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Why B/X?
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<blockquote data-quote="Mannahnin" data-source="post: 9131501" data-attributes="member: 7026594"><p>I can definitely see how OD&D partakes in and is the precursor for the weirdness of B/X. The point of differentiation there is that B/X is clearer and simpler and tastefully edited. Moldvay, Cook, and Marsh made some brilliant choices and did a great job. But both strongly support Weird.</p><p></p><p>I absolutely agree that AD&D went down the path of rationalizing things much more. The AD&D DMG is stuffed to overflowing with details trying to ground and limit and restrict and restrain, to categorize and organize and define. Look at the description of the ogre treasure hoard, or the details on how different monster or NPC lairs or settlements will defend themselves, the notes on taxing PCs' wealth to get gold out of their hands, or the bit Willie mentioned about Thieves skills- all the restrictions and caveats on Thieves actually being any good at their skills, all grounded in realism.</p><p></p><p>Greyhawk as a setting and certainly some of the modules in AD&D continue to be weird. But AD&D was all about rationalizing and circumscribing the game, and as such feels much more grounded, less open and free.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9131501, member: 7026594"] I can definitely see how OD&D partakes in and is the precursor for the weirdness of B/X. The point of differentiation there is that B/X is clearer and simpler and tastefully edited. Moldvay, Cook, and Marsh made some brilliant choices and did a great job. But both strongly support Weird. I absolutely agree that AD&D went down the path of rationalizing things much more. The AD&D DMG is stuffed to overflowing with details trying to ground and limit and restrict and restrain, to categorize and organize and define. Look at the description of the ogre treasure hoard, or the details on how different monster or NPC lairs or settlements will defend themselves, the notes on taxing PCs' wealth to get gold out of their hands, or the bit Willie mentioned about Thieves skills- all the restrictions and caveats on Thieves actually being any good at their skills, all grounded in realism. Greyhawk as a setting and certainly some of the modules in AD&D continue to be weird. But AD&D was all about rationalizing and circumscribing the game, and as such feels much more grounded, less open and free. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
Why B/X?
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