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Why would anyone WANT to play 1e?
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<blockquote data-quote="Flying Toaster" data-source="post: 9741660" data-attributes="member: 7052563"><p>My memories on this point may be faulty, but my impression was that “magic shops” were one of those things that EGG absolutely forbade, somewhere in the advice section of the DMG. But I also seem to remember rules for selling unneeded magic items and counting them as monetary XP rather than magic item XP. And what were NPC alchemists doing if not selling healing potions, poison antidotes, stone-to-flesh elixirs, etc to cashed-up adventurers? </p><p></p><p>I do not see it get mentioned much, but I think that in the 1980’s CRPGs had some influence on many younger players and their expectations about how to play D&D and other TTRPGs. When I played B/X and 1E with my elementary and junior high school friends in the mid-to-late 80’s, we all had experience with games like the Wizardry, Ultima, and Bard’s Tale series, plus Sierra On-Line adventure games like King’s Quest and the older text-based adventure games like the Zork series by Infocom (now does that sound like the name of an 80’s computer company or what?). Some of those games lifted LOTS of inspiration from D&D, so much so that I am surprised TSR did not try to sue over stuff like race/class choices or the first Wizardry game (<em>Proving Ground of the Mad Overlord</em>) being a mad mage megadungeon below a castle, with each level down increasing in difficulty and danger just like Blackmoor or Greyhawk. The Wizardry series usually had one stop shopping for adventurers who needed to sell off extra magic items and stock up on potions, but we never tried anything like that in D&D for some reason. </p><p></p><p>Of course we generally avoided peaceful non-combat NPC interaction in general, because we were “hack and slash” by the parlance of the time, even if we did not quite realize it.</p></blockquote><p></p>
[QUOTE="Flying Toaster, post: 9741660, member: 7052563"] My memories on this point may be faulty, but my impression was that “magic shops” were one of those things that EGG absolutely forbade, somewhere in the advice section of the DMG. But I also seem to remember rules for selling unneeded magic items and counting them as monetary XP rather than magic item XP. And what were NPC alchemists doing if not selling healing potions, poison antidotes, stone-to-flesh elixirs, etc to cashed-up adventurers? I do not see it get mentioned much, but I think that in the 1980’s CRPGs had some influence on many younger players and their expectations about how to play D&D and other TTRPGs. When I played B/X and 1E with my elementary and junior high school friends in the mid-to-late 80’s, we all had experience with games like the Wizardry, Ultima, and Bard’s Tale series, plus Sierra On-Line adventure games like King’s Quest and the older text-based adventure games like the Zork series by Infocom (now does that sound like the name of an 80’s computer company or what?). Some of those games lifted LOTS of inspiration from D&D, so much so that I am surprised TSR did not try to sue over stuff like race/class choices or the first Wizardry game ([I]Proving Ground of the Mad Overlord[/I]) being a mad mage megadungeon below a castle, with each level down increasing in difficulty and danger just like Blackmoor or Greyhawk. The Wizardry series usually had one stop shopping for adventurers who needed to sell off extra magic items and stock up on potions, but we never tried anything like that in D&D for some reason. Of course we generally avoided peaceful non-combat NPC interaction in general, because we were “hack and slash” by the parlance of the time, even if we did not quite realize it. [/QUOTE]
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