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Why OD&D Is Still Relevant
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<blockquote data-quote="robconley" data-source="post: 7693164" data-attributes="member: 5636"><p>The point of RPGs in my view are to play a character interacting with a setting in an imagined setting with the actions adjudicated by a human referee. The rules should reflect how the setting works. Now different settings can be variations of a given genre or sub-genre (like Swords & Sorcery, or Weird Fantasy). In which case a set of rules reflecting the assumptions of that genre would be a useful tool. </p><p></p><p>However a focus on mechanical effectiveness will result in the game being some other thing as it will cease to reflect the original balance of the setting or genre. Plus some of the balance between character types in a given setting are not easily defined by rules mechanics. They work best by a simple explanation as if it was real place being describe.</p><p></p><p>For example in my own Majestic Wilderlands, Elves are mechanically superior to most other races. However for various reason that makes sense my setting, human civilizations the dominant cultures. The result that elven characters in my campaigns often feel like a fish out of water when trying to interact with the bulk of my setting. Which is fine for some classes but not for others.</p><p></p><p>The assumption that is not really clear in OD&D is that the referee will tailor his rulings to suit the campaign. Thus making certain easier or harder for various types of characters depending on the specific setting being run. It cold very well be in a OD&D campaign two fighter with equal dexterity and equal levels may not have the same chance of success when it come to picking a lock. Because the player of the first fighter worked out with the referee that his fighter is a gentlemen thief of high birth, while the other players worked out that his fighter is a barroom brawler type known for his skill in pit fighting.</p></blockquote><p></p>
[QUOTE="robconley, post: 7693164, member: 5636"] The point of RPGs in my view are to play a character interacting with a setting in an imagined setting with the actions adjudicated by a human referee. The rules should reflect how the setting works. Now different settings can be variations of a given genre or sub-genre (like Swords & Sorcery, or Weird Fantasy). In which case a set of rules reflecting the assumptions of that genre would be a useful tool. However a focus on mechanical effectiveness will result in the game being some other thing as it will cease to reflect the original balance of the setting or genre. Plus some of the balance between character types in a given setting are not easily defined by rules mechanics. They work best by a simple explanation as if it was real place being describe. For example in my own Majestic Wilderlands, Elves are mechanically superior to most other races. However for various reason that makes sense my setting, human civilizations the dominant cultures. The result that elven characters in my campaigns often feel like a fish out of water when trying to interact with the bulk of my setting. Which is fine for some classes but not for others. The assumption that is not really clear in OD&D is that the referee will tailor his rulings to suit the campaign. Thus making certain easier or harder for various types of characters depending on the specific setting being run. It cold very well be in a OD&D campaign two fighter with equal dexterity and equal levels may not have the same chance of success when it come to picking a lock. Because the player of the first fighter worked out with the referee that his fighter is a gentlemen thief of high birth, while the other players worked out that his fighter is a barroom brawler type known for his skill in pit fighting. [/QUOTE]
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