Post by doc on Dec 4, 2007 11:01:08 GMT -6
Okay, I've thought about it for a little bit and I think I can tell you what it is exactly that I love so much about OD&D that makes me play it when there are literally hundreds of other games on the market.
I had to think of how to phrase this, because for many gamers, the thing that I love about OD&D is the main thing that they HATE about it. So here goes.
OD&D was the prototype. It had nothing to measure itself against or compare itself to. And as such, it made many glaring omissions or contradictions in the rules all over the place. Many of the rules and concepts were sketchy as best. Some were downright unplayable as written. Classes like the assassin could be translated in a way that made the character dang near impossible to stand against.
Plus, there was the lack of any real world. It was assumed that a LotR backdrop was in play, but never actually stated. We didn't know why orcs and goblins warred against elves and dwarves. We had no clue as to what part religion played in the world. One of my oldest experiences in a game was with a DM who reasoned that since the priests of this world went around armed and armored that there was a large religious war going on that encompassed all faiths. More ofen than not, the faiths of an early D&D world were the same as those in our actual world (Christianity, Islam, etc). In short, there was no coherancy to the rules or the setting.
THAT'S what makes it so great!
Now, before you all go "Why, he's aligned to Chaos! Burn him!," let me explain a bit. With the rules as they were originally written, there was a LOT of ambiguity. This forced the DMs and players of each group to come up with their own internal logic to patch up the rules and piece together a setting based on the snippets of world information they were able to glean between the cracks. By doing so, each group made the game their own by transforming it into their particular vision. The beauty of this was that you could take part in four different campaigns and all four would have completely different feels and conventions to them. One DM might translate a rule one way, and another in a way that was completely different. And since that rule may have been vague to begin with, both could be right! One campaign might interpret the Fighting Man to be the armed and armored knight of Arthurian legend, while another might picture the class as the wandering mercenary willing to raise his sword for coin. It forced you to role play and to make conscious decisions about the game and the world.
The games that we have today, while certainly far more slick, have a tendency to spell EVERYTHING out. If you have a character concept, you need to take a prestige class. If you want to come from a "far off land," you have to actually pick a land that tells you what sort of character you are, rather than just keeping your background mysterious. There are now precise and specific rules for EVERY situation and contingency that you can think of. There is now little room for DM interpretation without some rules lawyer piping up "but that's not how they do it in the boook!"
In short, OD&D forced you to be creative and to use not only your own imagination, but your own judgement in adjudication. Every campaign was it's own world, and every group had it's own mythology. I just don't find that in many games anymore.
Okay, I'm getting off my soapbox now.
Doc
I had to think of how to phrase this, because for many gamers, the thing that I love about OD&D is the main thing that they HATE about it. So here goes.
OD&D was the prototype. It had nothing to measure itself against or compare itself to. And as such, it made many glaring omissions or contradictions in the rules all over the place. Many of the rules and concepts were sketchy as best. Some were downright unplayable as written. Classes like the assassin could be translated in a way that made the character dang near impossible to stand against.
Plus, there was the lack of any real world. It was assumed that a LotR backdrop was in play, but never actually stated. We didn't know why orcs and goblins warred against elves and dwarves. We had no clue as to what part religion played in the world. One of my oldest experiences in a game was with a DM who reasoned that since the priests of this world went around armed and armored that there was a large religious war going on that encompassed all faiths. More ofen than not, the faiths of an early D&D world were the same as those in our actual world (Christianity, Islam, etc). In short, there was no coherancy to the rules or the setting.
THAT'S what makes it so great!
Now, before you all go "Why, he's aligned to Chaos! Burn him!," let me explain a bit. With the rules as they were originally written, there was a LOT of ambiguity. This forced the DMs and players of each group to come up with their own internal logic to patch up the rules and piece together a setting based on the snippets of world information they were able to glean between the cracks. By doing so, each group made the game their own by transforming it into their particular vision. The beauty of this was that you could take part in four different campaigns and all four would have completely different feels and conventions to them. One DM might translate a rule one way, and another in a way that was completely different. And since that rule may have been vague to begin with, both could be right! One campaign might interpret the Fighting Man to be the armed and armored knight of Arthurian legend, while another might picture the class as the wandering mercenary willing to raise his sword for coin. It forced you to role play and to make conscious decisions about the game and the world.
The games that we have today, while certainly far more slick, have a tendency to spell EVERYTHING out. If you have a character concept, you need to take a prestige class. If you want to come from a "far off land," you have to actually pick a land that tells you what sort of character you are, rather than just keeping your background mysterious. There are now precise and specific rules for EVERY situation and contingency that you can think of. There is now little room for DM interpretation without some rules lawyer piping up "but that's not how they do it in the boook!"
In short, OD&D forced you to be creative and to use not only your own imagination, but your own judgement in adjudication. Every campaign was it's own world, and every group had it's own mythology. I just don't find that in many games anymore.
Okay, I'm getting off my soapbox now.
Doc