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Post by Deleted on Jan 18, 2015 22:54:53 GMT -6
Hello,
First, thanks for this game aldarron! I have never played it (mostly because of laziness/incompatibility with my existing products), but it looks absolutely fascinating, and very much underrated.
My questions relate to the construction of the game. 1) How often were the accounts of the players in Arneson's original campaign at serious odds (as pertaining to the rules Arneson used)? How much trouble did this give you? 2) How much (if any) of D@D was created to "fill gaps" (like, for example, Christopher Tolkien's sections of The Silmarillion)? Of course you would have tried to minimize the degree to which you had to construct new rules, but were you forced to do so?
Thanks for your answers!
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Post by aldarron on Feb 6, 2015 9:50:21 GMT -6
Hello, First, thanks for this game aldarron! I have never played it (mostly because of laziness/incompatibility with my existing products), but it looks absolutely fascinating, and very much underrated. My questions relate to the construction of the game. 1) How often were the accounts of the players in Arneson's original campaign at serious odds (as pertaining to the rules Arneson used)? How much trouble did this give you? Generally different players remember different events, but don't so much remember the same things differently. There weren't any memory discrepancies that affected the D@D rules. 2) How much (if any) of D@D was created to "fill gaps" (like, for example, Christopher Tolkien's sections of The Silmarillion)? Of course you would have tried to minimize the degree to which you had to construct new rules, but were you forced to do so? Thanks for your answers! The answer to that could be an essay! The biggest "gap filler" is the to hit mechanic which an adaptation to Hit Dice of CHAINMAIL's fantasy combat table, which was the table Arneson used for his first few games. Otherwise: - some of the spells and magic items appear by name only and had to have details created. - the same goes for the merchant class It is also important to note that while many class and rule details were adapted from existing sources, consistent changes were applied to distinguish the material and avoid any IP conflicts. D@D is a tribute game that emulates the early Blackmoor playing experience.
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