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Why would you want to play *that*??
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2842512" data-attributes="member: 22882"><p>This is a very, very generous interpretation of the OP's original intent. He identified a style of play (non-human, non-Tolkien-race characters) and then proceeded to criticize that style of play by linking it to another style of play (min/maxing, statistically-oriented play) which is more generally demonized. If he did have the (comparatively) benign intent you ascribe to him, he certainly didn't convey it obviously.</p><p></p><p></p><p></p><p>I don't actually agree that the percentages are different now than they were in the truly old school era. 1e AD&D, as written, was ALL ABOUT the min/max, munchkin, kick in the door and kill everything in sight style of play. A self-proclaimed "thinking man's module" was one in which you had more metagame puzzles than in-game combat encounters. :\ </p><p></p><p>That's not to say many players didn't go above and beyond the simplistic beginnings. AD&D2e's modules and sourcebooks veer wildly in the opposite direction, which indicates at least a perceived dissatisfaction with the kick-in-the-door style.</p><p></p><p>What's more, the 2e (and later 1e) (and basic D&D) era, say, the mid '80s though the mid '90s, DID change the playerbase considerably - because other games that were better GAMES came out and got a fanbase.</p><p></p><p>People who cared first and foremost about the quality of the game left D&D for greener pastures as it aged and aged badly. 3.0 brought many of those people back because it is, mechanically, functional in a way that the prototype of D&D/AD&D was not. GURPS, HERO, BRP, Storyteller - all of those systems and many more learned from D&D and improved upon it, and 3e D&D learned from them and improved D&D even more.</p><p></p><p>People who cared primarily about the story and the roleplaying also drifted away from D&D, because of those early "hack-and-slay gatherings," but unlike those interested in the system, they never had a reason to come back. D&D is no worse, but also no better, for a rp-heavy game than it used to be.</p><p></p><p>This could mean a slightly lower percentage of dedicated roleplayers in D&D today than in 1990 or perhaps even 1980 (GURPS was already available in '80, IIRC) - because D&D is more attractive to players who like the rules than it used to be, and only as attractive to those who don't.</p><p></p><p></p><p></p><p>This I agree with.</p><p></p><p>I'm just not sure which side of the fence the OP falls on.</p><p></p><p>PS - welcome to the board. <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></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2842512, member: 22882"] This is a very, very generous interpretation of the OP's original intent. He identified a style of play (non-human, non-Tolkien-race characters) and then proceeded to criticize that style of play by linking it to another style of play (min/maxing, statistically-oriented play) which is more generally demonized. If he did have the (comparatively) benign intent you ascribe to him, he certainly didn't convey it obviously. I don't actually agree that the percentages are different now than they were in the truly old school era. 1e AD&D, as written, was ALL ABOUT the min/max, munchkin, kick in the door and kill everything in sight style of play. A self-proclaimed "thinking man's module" was one in which you had more metagame puzzles than in-game combat encounters. :\ That's not to say many players didn't go above and beyond the simplistic beginnings. AD&D2e's modules and sourcebooks veer wildly in the opposite direction, which indicates at least a perceived dissatisfaction with the kick-in-the-door style. What's more, the 2e (and later 1e) (and basic D&D) era, say, the mid '80s though the mid '90s, DID change the playerbase considerably - because other games that were better GAMES came out and got a fanbase. People who cared first and foremost about the quality of the game left D&D for greener pastures as it aged and aged badly. 3.0 brought many of those people back because it is, mechanically, functional in a way that the prototype of D&D/AD&D was not. GURPS, HERO, BRP, Storyteller - all of those systems and many more learned from D&D and improved upon it, and 3e D&D learned from them and improved D&D even more. People who cared primarily about the story and the roleplaying also drifted away from D&D, because of those early "hack-and-slay gatherings," but unlike those interested in the system, they never had a reason to come back. D&D is no worse, but also no better, for a rp-heavy game than it used to be. This could mean a slightly lower percentage of dedicated roleplayers in D&D today than in 1990 or perhaps even 1980 (GURPS was already available in '80, IIRC) - because D&D is more attractive to players who like the rules than it used to be, and only as attractive to those who don't. This I agree with. I'm just not sure which side of the fence the OP falls on. PS - welcome to the board. :) [/QUOTE]
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