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General Tabletop Discussion
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Why people like to play OD&D (1974)
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<blockquote data-quote="SteveC" data-source="post: 2876956" data-attributes="member: 9053"><p>This is a very interesting topic. For my part, OD&D was the game I started with, so it has a special nostalgic fondness in my heart. I've thought about it quite a bit recently, in the context of games like C&C or (to a lesser extent) True20.</p><p></p><p>For me, the good thing about OD&D is a double edged sword: there aren't hardly any rules, and there is no unified mechanic behind the game. If you want to have your character try something, you talk to the DM and he figures out how to accomplish it and that's that.</p><p></p><p>If you have a good DM, this makes for an absolutely <strong>amazing</strong> game. I have played in games where the DM could create rules for specific situations on the fly that were much better than anything the 3X designers came up with using months of development and play testing. At least it seemed that way at the time anyway. That's the good part. </p><p></p><p>The problem is that for every game I played in like that, there were also many games where the GM was reading from a script from an old Infocom text adventure game: "you can't do that, at least not now!" Grrr, very frustrating.</p><p></p><p>I guess what I'm saying is that being an OD&D DM is a skill that, if done right, makes for a truly awesome game. It can also make for several hours of frustrating tedium. I would expect that Diaglo is that first kind of DM, and has played with a lot of them, so for him, there's no substitute!</p><p></p><p>That's just my $.02.</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 2876956, member: 9053"] This is a very interesting topic. For my part, OD&D was the game I started with, so it has a special nostalgic fondness in my heart. I've thought about it quite a bit recently, in the context of games like C&C or (to a lesser extent) True20. For me, the good thing about OD&D is a double edged sword: there aren't hardly any rules, and there is no unified mechanic behind the game. If you want to have your character try something, you talk to the DM and he figures out how to accomplish it and that's that. If you have a good DM, this makes for an absolutely [b]amazing[/b] game. I have played in games where the DM could create rules for specific situations on the fly that were much better than anything the 3X designers came up with using months of development and play testing. At least it seemed that way at the time anyway. That's the good part. The problem is that for every game I played in like that, there were also many games where the GM was reading from a script from an old Infocom text adventure game: "you can't do that, at least not now!" Grrr, very frustrating. I guess what I'm saying is that being an OD&D DM is a skill that, if done right, makes for a truly awesome game. It can also make for several hours of frustrating tedium. I would expect that Diaglo is that first kind of DM, and has played with a lot of them, so for him, there's no substitute! That's just my $.02. --Steve [/QUOTE]
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