EzekielRaiden
Follower of the Way
I suppose? I literally never played that adventure and only barely know the context so that's not exactly the best example for me.I mean… Bargle and Aleena exist for a reason.
I suppose? I literally never played that adventure and only barely know the context so that's not exactly the best example for me.I mean… Bargle and Aleena exist for a reason.
There's a fair bit of tangy truth to that article. Good thing I like tangy! Blades is probably my favorite system at the moment.![]()
Blades in the Dark GM Finally Knows How to Play after Reading the Book 83 Times - The Only Edition
Gabriela Borba happily announced that she finally plays Blades in the Dark properly after reading the rulebook for the 83rd time. “When I first started running the game, I used to have issues understanding basic mechanics like stress and flashbacks, and everyone said I should read the rulebook...the-only-edition.com
I suppose? I literally never played that adventure and only barely know the context so that's not exactly the best example for me.
In the context of D&D, I think it began with AD&D 2nd ed. The classic versions of the game (B/X, OD&D, Gygax's AD&D) set out procedures for play - in my parentheses I think they're roughly in order from clearest to least clear (though OD&D's combat resolution rules are notoriously hard to parse). They tell the GM how to build dungeons - map and key - and then how to administer the exploration process. AD&D has lots of stuff beyond that too, though obscurity of subject matter also tends to correlate to obscurity of rules.It's a longstanding thing in the industry, though. Like, from the very early days. I must say it is always nice to see a rulebook at least try.
Sorta, kinda. I mean, D&D was really just intended as a sort of 'crib sheet' of stuff you would want to use to run a 'Fantasy Miniatures Campaign' be gluing together Chainmail fantasy supplement and AH Survival. At most it kinda set up a framework (classes, alignments, dungeons), and pointed in a basic genre direction, possibly by accident. I don't really recall much that said "and here's how you play" except maybe in the prefacing material a bit. Even that was pretty vague. Considering when we read it we had never heard of RPGs it was actually pretty hard and fast NOT explaining play! This is really the great gift of J. Eric Holmes Basic rules, they actually explain what the heck D&D IS. Unless you got it word-of-mouth direct from Garry and Co that was the only way you would ever get that (and we literally learned from a guy that learned from a guy that learned from Garry). Even then when I read Holmes Basic it was like "Oh, yeah, there's some things I never really got before..."It's a longstanding thing in the industry, though. Like, from the very early days. I must say it is always nice to see a rulebook at least try.
Alright. Am I at a disadvantage for learning due to having learned from the books (and websites like the d20 SRD) rather than from Mentzer's semi-solo intro adventure?It was a kind of sample adventure to play by yourself with the purpose of walking you through the basics of the game. This was in the Red Box by Mentzer, which came out in like 83 or 84.
It was designed specifically to help people learn the game.
Alright. Am I at a disadvantage for learning due to having learned from the books (and websites like the d20 SRD) rather than from Mentzer's semi-solo intro adventure?