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Why people like to play OD&D (1974)
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<blockquote data-quote="Philotomy Jurament" data-source="post: 2876145" data-attributes="member: 20854"><p>Yeah, I don't agree with everything he says, but I thought he made some good points.</p><p></p><p>As far as limited options go, I don't see classic D&D as limiting, so I wouldn't have said anything like Mr. Fisher's, statement, above. I think classic D&D gives you a selection of common archetypes (i.e. classes) that are typical, but I don't think that prevents other interpretations or classes. 3E isn't limited to the only the classes in the core books, and D&D isn't limited to only the classes in its basic rules. As to limitations from a lack of feats/skills, I find greater freedom in a coarse-grained system, where the skills and "feats" a PC can perform are decided by a combination of his class/archetype, his background, and the judgment of the players and DM (e.g. if it seems like an appropriate action for the chracter it could be handled by some sort of attribute check, modified by level, et cetera).</p><p> </p><p></p><p>Yes. I've played RPGs for decades, now, and I've gone through a lot of phases. Lately I've found myself coming "full circle" and taking a hard look at what I like about role playing games and what has been the most fun. Where I want to be on the rules vs. freedom scale is one of the central questions. Personally, I find fewer rules and more freedom to be more empowering and more fun. At least at this point. <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>Switching to "fewer rules/more freedom" in our main game is a relatively recent thing, for my group. But I've been very encouraged at how the game has picked up since we made that shift. That thing I said about players looking at their characters sheets to see what they can do is from direct, recent experience. They didn't realize how much they were tied to those lists of things on their sheets until they found themselves looking at sheets that were almost empty, by comparison. </p><p></p><p>It may not be to everyone's taste, but we've been loving it. (Actually, I'm not talking about an OD&D game, here, but rather a Castles & Crusades game. Same principles apply, though.) Incidentally, I don't subscribe to a "one system to rule them all" philosophy of gaming. There's still a place at my table for other systems, including d20; the C&C game is currently my main game, but not my only game.</p><p></p><p></p><p>I thought that was a really good point, and one that I'd not considered until I read his site. That is, I knew there were various systems in classic D&D that didn't all work the same way, but I accepted the common criticism that cites that as a negative. I'm not so sure about that, anymore.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 2876145, member: 20854"] Yeah, I don't agree with everything he says, but I thought he made some good points. As far as limited options go, I don't see classic D&D as limiting, so I wouldn't have said anything like Mr. Fisher's, statement, above. I think classic D&D gives you a selection of common archetypes (i.e. classes) that are typical, but I don't think that prevents other interpretations or classes. 3E isn't limited to the only the classes in the core books, and D&D isn't limited to only the classes in its basic rules. As to limitations from a lack of feats/skills, I find greater freedom in a coarse-grained system, where the skills and "feats" a PC can perform are decided by a combination of his class/archetype, his background, and the judgment of the players and DM (e.g. if it seems like an appropriate action for the chracter it could be handled by some sort of attribute check, modified by level, et cetera). Yes. I've played RPGs for decades, now, and I've gone through a lot of phases. Lately I've found myself coming "full circle" and taking a hard look at what I like about role playing games and what has been the most fun. Where I want to be on the rules vs. freedom scale is one of the central questions. Personally, I find fewer rules and more freedom to be more empowering and more fun. At least at this point. :) Switching to "fewer rules/more freedom" in our main game is a relatively recent thing, for my group. But I've been very encouraged at how the game has picked up since we made that shift. That thing I said about players looking at their characters sheets to see what they can do is from direct, recent experience. They didn't realize how much they were tied to those lists of things on their sheets until they found themselves looking at sheets that were almost empty, by comparison. It may not be to everyone's taste, but we've been loving it. (Actually, I'm not talking about an OD&D game, here, but rather a Castles & Crusades game. Same principles apply, though.) Incidentally, I don't subscribe to a "one system to rule them all" philosophy of gaming. There's still a place at my table for other systems, including d20; the C&C game is currently my main game, but not my only game. I thought that was a really good point, and one that I'd not considered until I read his site. That is, I knew there were various systems in classic D&D that didn't all work the same way, but I accepted the common criticism that cites that as a negative. I'm not so sure about that, anymore. [/QUOTE]
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