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Path: ...!local-1.nntp.ord.giganews.com!Xl.tags.giganews.com!local-2.nntp.ord.giganews.com!news.giganews.com.POSTED!not-for-mail NNTP-Posting-Date: Sun, 14 Jul 2024 18:15:29 +0000 From: Spalls Hurgenson <spallshurgenson@gmail.com> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: What difficultly level do you play one? Date: Sun, 14 Jul 2024 14:15:29 -0400 Message-ID: <cq389jtllbt2hdtor8ca71ehhsh8u3v34k@4ax.com> References: <v6dmq5$98ka$2@dont-email.me> <v6ebfc$clnf$1@dont-email.me> <v6hj6f$10up3$3@dont-email.me> <kfoq8jtff37uqnan6raabi7eolistsul58@4ax.com> <v6lgmv$1quqv$1@dont-email.me> <qbrs8j5b6odh5qn2mai25v0ro68gtjthon@4ax.com> <v6o589$2ckh4$1@dont-email.me> <52sv8j9vso886a8q9r37ulq9lk6681d5mn@4ax.com> <v6teqo$3gtip$1@dont-email.me> <2u659j1t0cotol194i1ge7apej95e0jfpc@4ax.com> <v704v7$2rpp$1@dont-email.me> X-Newsreader: Forte Agent 2.0/32.652 MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Lines: 89 X-Usenet-Provider: http://www.giganews.com X-Trace: sv3-u2FsmahZEeByVP2WLxYxevQTZf6H1iw33NI96vtyoOx8Ywd4wW9sn2q1xG7T+b33vlwWL/sMQrtfiUk!Z+BaFevUjeslszLjTUTEqlLlD5FMf5C7Xha8wwJEEgtcEUFsK2z8r2JHDzUfVZdRJ013aQM= X-Complaints-To: abuse@giganews.com X-DMCA-Notifications: http://www.giganews.com/info/dmca.html X-Abuse-and-DMCA-Info: Please be sure to forward a copy of ALL headers X-Abuse-and-DMCA-Info: Otherwise we will be unable to process your complaint properly X-Postfilter: 1.3.40 Bytes: 5827 On Sun, 14 Jul 2024 10:15:18 +0100, JAB <noway@nochance.com> wrote: > >That's the problem I have, if that really was what they thought then >you'd think when they introduced the game someone would have said, this >style of gameplay is going to be entirely alien to many people so we >need to provide guidance on how to get the most out of it. That's >especially true when you consider how many players are only going to get >the information from TSR products. So you mention Dragon magazine, that >was available in the UK (I bought a few copies) but only in specialised >stores. The one you could get in the local newsagents was White Dwarf >and that had already moved to being focused on GW products. No, no; I get it and we're in agreement on that. They SHOULD have been clearer on that. But it was a blindness on their part; they didn't think they NEEDED to say that, anymore than they needed to explain, "when we say roll the dice, we mean cup those plastic polyhedron in your hand, rattle them about a bit, then drop them onto a hard surface so they roll a bit." It was such a /basic/ thing to them that they didn't think they /had/ to say it. It was just assumed. Remember, this was the same TSR that originally couldn't even conceive that their customers might want pre-written adventures or settings (they practically laughed Bob Bledsaw out of their office when he suggested it, telling him that if he really wanted to he could sell modules with their blessing and fully expecting him to go bankrupt in the process). TSR /never/ was fully cognizant of what their users needed or wanted. It probably didn't help that for the longest time the game was only played by TSR-insiders amongst other TSR-insiders, thus limiting their view on how 'real world players' were experiencing the game. Especially since many of those insiders were adult-age and more interested in the role-playing, puzzling and politics of the game over boisterous combat. And there was also the belief that players should be allowed to play 'their way', which is why I think the original rules are so light on actual DM advice. Sure, the expectation was that the DM would try to create a more realistic, reactive world... but if all you just wanted to bash your stat-blocks (heroes) against the DM's stat-blocks (monsters), well that was fine too. Just don't get mad if the game isn't as interesting as everyone says. (In fact, whenever Gygax suggested there was a very specific way to play the game and everything else 'wasn't really D&D', there was usually uproar at the idea). Gygax's own dense writing style wasn't all that helpful either. Or the game's own newness (people were still trying to figure out what table-top roleplaying was all about, and how it was different from miniature game). Or -as DT mentioned in an earlier post- the fact that game itself grew out of the fairly slim "Chainmail" rules. But everything I've read (about the history of the game, of conversations of the people involved, in the rule-books themselves, and even some of my own experiences) indicates that the assumption was that everyone would play -indeed, would WANT to play and invariably gravitate towards- more sophisticated adventures and campaigns. It was an such unspoken belief that it took a long time before TSR realized that not everybody understood that, and it had to be enunciated more clearly. No, early D&D didn't encourage role-playing/re-active worlds in their games, and this lack led to a lot of people playing fairly mindless dungeon-crawls (to the point where you'd have dragons stuck in rooms with entrances to small for them to get through. If you were a young gamer of that era, you almost certainly encountered something akin to that! ;-). But I think that was more a problem of communication on TSRs part than an actual belief that was all the game should be. After all, the game itself developed from 'Braunstein' games which were anything but mindless. But a lack of clear communication on this matter led players to take the rules as the end-all/be-all and a lot of campaigns ended up being fairly lifeless. Leading D&D's competitors to swoop in and offer a more exciting alternative. Now... How do we loop this all back to video games? Which, you know, is the whole point of this newsgroup? ;-P