Post by Finarvyn on Jun 22, 2007 12:00:05 GMT -6
To steal a quote from the Introduction to Men & Magic:
A somewhat egotistical thought that three little brown books of 36+40+36 pages (56 sheets of paper) could do it all, but they do an amazing job. To me, part of the “old school” flavor which is OD&D comes down to that minimalist philosophy where a writer had to cram everything critical into a tiny space and leave out the flowery extras.
For example, I remember when my father first bought a TRS-80 computer back in 1980. The memory on that thing was near zero. Even going back a couple of decades, computer memory was somewhat precious so programmers had to be frugal. Today, computer memory is so cheap that programmers can waste space and who really cares?
I imagine the early days of TSR, with a handful of people sitting around in a basement or a garage wondering “Now, how can we scrape together a few thousand bucks to print this thing we have made?”, and they know that each sheet of paper added to the booklet will add out-of-pocket cost which would never be regained if the game doesn’t sell any copies. They would have to be minimalist in the way things were put together.
For today’s game designers things are different. Crank out a bunch of pages and PDF the whole thing. I remember many of the later TSR products with huge borders on every page. Size was more impressive than content.
Re-read the little brown books and think about the content per page. Amazing!
These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors, and the fact that you have purchased these rules tends to indicate that there is no lack of imagination — the fascination of the game will tend to make participants find more and more time. We advise, however, that a campaign be begun slowly, following the steps outlined herein, so as to avoid becoming too bogged down with unfamiliar details at first. That way your campaign will build naturally, at the pace best suited to the referee and players, smoothing the way for all concerned. New details can be added and old “laws” altered so as to provide continually new and different situations. In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable.
A somewhat egotistical thought that three little brown books of 36+40+36 pages (56 sheets of paper) could do it all, but they do an amazing job. To me, part of the “old school” flavor which is OD&D comes down to that minimalist philosophy where a writer had to cram everything critical into a tiny space and leave out the flowery extras.
For example, I remember when my father first bought a TRS-80 computer back in 1980. The memory on that thing was near zero. Even going back a couple of decades, computer memory was somewhat precious so programmers had to be frugal. Today, computer memory is so cheap that programmers can waste space and who really cares?
I imagine the early days of TSR, with a handful of people sitting around in a basement or a garage wondering “Now, how can we scrape together a few thousand bucks to print this thing we have made?”, and they know that each sheet of paper added to the booklet will add out-of-pocket cost which would never be regained if the game doesn’t sell any copies. They would have to be minimalist in the way things were put together.
For today’s game designers things are different. Crank out a bunch of pages and PDF the whole thing. I remember many of the later TSR products with huge borders on every page. Size was more impressive than content.
Re-read the little brown books and think about the content per page. Amazing!