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Messages - KenHR

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1
Quote from: ArrozConLeche;891480
I would like to see how The Guardian defined abuse here.


You could read the fucking article.  The part where they explain their methodology.

2
Quote from: jhkim;882858
What bugs me is the idea that disliking Tomb of Horrors implies hating all of dungeons and D&D, and a wimp who can't stand dying.


You should just choose a spot for your goalposts, and leave them there.

3
Quote from: Black Vulmea;692041
How does the hair-splitting here differ from anywhere else?


Hair-splitting is one thing.  Completely missing the point while doing so is another.

4
Quote from: TristramEvans;692045
I happen to believe the best books are written solely for the writer, with no attempts to compromise based on assumption of "what the audience wants". Like Lord of the Rings. I hardly consider that hair-splitting. I think a like-minded audience will find the work if it's of quality, and that an end goal of "appealing to as many people as possible" waters down an individual writer's/game designer's voice,  and results in an inferior product.


(Apologies for the late reply)  LotR was written for commercial reasons.  It was also written well (for certain definitions of well) and commented on/critiqued by others during its writing.  You've missed the point of what you were responding to entirely.

5
Quote from: Iosue;691962
I hear you on this, but where I'm coming from is that I don't think the XP system works that way.  Or at least, it hasn't been successful in working that way.  The idea behind XP in OD&D is it provides a method to measure character advancement, and with the fractional level rules is an incentive to explore dungeon levels equal to or higher than one's own.  But the real reward of the game was the exploration itself.  But ever since they were introduced, they've become the goal of play, rather than a by-product.  So instead of awesome exploration, the game gets distorted in the drive to get more XP and higher levels.  And this has led to many of the changes in the game that took it away from its exploration roots.  When it's GP = XP, people say, "I get XP for killing monsters.  And I get XP for gold.  So if I kill the monsters, I get XP for the monsters and XP from the gold I loot from their dead bodies!"  So, no exploration, just hack-and-slash and "murder-hobos".


No.

My players - and this is true of almost every player I've had since I started playing when my age was in the single digits - said, "I get XP for monsters, but it's shit compared to the XP I get for gold, plus there's the danger of being killed by the ugly fuckers.  How can I bypass the monsters and get the gold?"

And LOL @ "XP took the game away from its roots."

6
Quote from: TristramEvans;691963
Bollocks. There's lots of reasons to write that don't involve catering to an audience, the most important being "for fun".


Of course, but I think Kyle was addressing people who want to sell their writing.

Fucking christ, the hair-splitting in this place.

7
Sort of similar to a lot of what's been said: the vanilla elements are good grounding material, a backdrop that's instantly familiar.

But what makes such a setting "pop" for me are those bits of localized weirdness, like Greyhawk's cambion-lord Iuz or the white pudding mother in the adventure outlines chapter of the '83 box.

That said, I do enjoy settings that are a bit left of center, like Aos/Gib's Metal Earth, but even they still retain a certain familiarity.

8
Media and Inspiration / HPL's Notes for At the Mountains of Madness
« on: August 28, 2013, 02:08:28 pm »

9
Yeah, I get kids on my lawn all the time, too.

10
Quote from: talysman;680028
Of course, the original order swapped #4 and #5. I suspect they moved Dex ahead of Con after the thief became a core class, so that all the prime requisites were grouped together; that seems to be the rationale behind grouping Strength, Intelligence and Wisdom. Before the thief, the second triplet was general abilities of use to everyone, and I guess they figured the Con bonus was the most immediately useful of the abilities. Dex comes next, because of the ranged attack bonus, and Charisma, with its less immediate impact, comes last.


That's great, and yeah, I forgot that (I rarely open my OD&D set).  Still doesn't alter what I was saying, tho.

11
This might be a strange thought, but there's something almost dialectical about the original order of stats:

- A hero needs to be strong.

- Yeah, but he needs to be intelligent, too.

- Intelligence is nothing without wisdom and common sense.

- You can have all that, but if you're not quick, you're dead.

- Ah, but a hale and healthy hero can shrug off any blow.

- But a hero really isn't a hero if he isn't a leader of men!

I dunno, it struck me that way back when I was thinking a lot about stats for a homebrew I was writing back in the '90s.

12
Other Games / Anyone else play Dwarf Fortress?
« on: August 10, 2013, 06:17:53 pm »
Love it, love it, love it.  I've played it since there was no z-level.  Despite that I'm no expert at the game.

I've donated a few hundred bucks to Tarn over the years in appreciation for the hours upon hours of fun and obsession.  Mrs HR enjoys watching forts-in-progress at times, too.

13
I like the classic order; the prime requisites for the basic four classes are up front.

14
Quote from: The Ent;678272
(That said a d20 version of Rolemaster would've been way cooler than 3e imo)


Quote from: Akrasia;678604
Agreed!


Agreed +1!

15
Quote from: Dimitrios;678505
I'm not sure I've ever seen a pure RPG store, even back in the brick-and-mortar store heyday.

Back then they sold RPGs plus Avalon Hill type wargames and boardgames. These days they're almost all RPGs + boardgames + comics.


Yep, that and minis.

During the heyday of the hobby, the big place to get D&D stuff in Albany was a gigantic toy store (ah, Duane's Toyland, how we miss thee).  I don't ever remember seeing an rpg-only store anywhere.

Even the cruddy little hole Dragon's Den in the late 80s/early 90s in Saratoga did a lot of minis and wargames.

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