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World of Design: The Lost Art of Making Things Up
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8129235"><p>I think both can be true. Some games don't need elements that were in place in the early days of the hobby. A games premise, style and concept is going to determine that. But I was talking more broadly, about things falling by the way side from the hobby in general (or perhaps still being around but being dismissed as old fashioned and not given a fair shake). For me this was just about realizing there were things about the game, there were things about how we approached play in the early days, that made RPGs fun for me, that I had let fall by the wayside and been dismissive of (not realizing their value and how well they remedied many of the frustrations I as feeling). But I wasn't saying these are things every game should have. A big shift in my gaming came when I went back and re-read the 1E DMG (and honestly it was probably my first time really reading it cover to cover----as by the time I was GMing the 2E DMG was what we were using). I got it for pennies on amazon in the early 2000s and was honestly expecting to find it quaint, find the old mechanics clunky and amusing. Instead what I found was a book that charmed me with its warmth and enthusiasm, and saw the game through a lens that made total sense to me (and had tools and approaches that snapped me out of a big game funk). It was a 'oh yeah, I did have fun playing like this' kind of a moment for me.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8129235"] I think both can be true. Some games don't need elements that were in place in the early days of the hobby. A games premise, style and concept is going to determine that. But I was talking more broadly, about things falling by the way side from the hobby in general (or perhaps still being around but being dismissed as old fashioned and not given a fair shake). For me this was just about realizing there were things about the game, there were things about how we approached play in the early days, that made RPGs fun for me, that I had let fall by the wayside and been dismissive of (not realizing their value and how well they remedied many of the frustrations I as feeling). But I wasn't saying these are things every game should have. A big shift in my gaming came when I went back and re-read the 1E DMG (and honestly it was probably my first time really reading it cover to cover----as by the time I was GMing the 2E DMG was what we were using). I got it for pennies on amazon in the early 2000s and was honestly expecting to find it quaint, find the old mechanics clunky and amusing. Instead what I found was a book that charmed me with its warmth and enthusiasm, and saw the game through a lens that made total sense to me (and had tools and approaches that snapped me out of a big game funk). It was a 'oh yeah, I did have fun playing like this' kind of a moment for me. [/QUOTE]
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