In which we discuss the history of AD&D through to Pathfinder and its impact on what one could play over time. In the early days of D&D, there was no rhyme or reason about how strong one thing might be against another. In the early days you could play a 'young' balor (demon) as part of the PC party. Later, with D&D, you could play were dragons, faeries, or other creatures of all sorts (BECM), and by the time AD&D came around there were half-ogres, drow, and a variety of other creatures of varying power. With 2nd edition AD&D, things became a bit more formalized. Level Adjustment was added to the mix, increasing the effective level of a character by their race. If you were strong enough, you were treated as one or two levels higher to determine how much XP you needed to level. This carried on into 3rd edition AD&D, which allowed players to play stronger characters at the cost of slower level growth. Then we get into Pathfinder. Here, level adjustment was
At the tables we run, we've got a diverse crowd. We've people with autism, PTSD, dyscalculia, ADHD, DID, and many other issues that they need to deal with. We've had players like this for most of our life; enough so that we've picked up a number of skills to help keep the games going. Not always, not always well , but we've got a lot more successes than failures under our belt. Running tables for those with special needs is a bit more work than normal, but we also feel it's a lot more rewarding -- gaming should be for everyone, and we make it a point to try to keep our tables open for everyone , including those players who would be seen as 'problem players' because people don't know how to deal with, say, an autistic player. Don't Lie The unfortunate thing is some players on the autism spectrum just don't take lying well -- like us, for instance. It causes stress, frustration, and anger if we feel we've been lied to -- even if the lie w
World Building The short of it is simple: we love world building. We are fascinated by culture, religion, magic, and how this all intersects. What's the point of having a campaign if the characters aren't given the chance to immerse themselves in some aspect of the society they're in or reflect where they're from? We're really not that interested in lots of combat, or delving into dungeons, or world-shaking plots. We're really interested in looking at the cultures of the people around us, what the local faiths are and how they're reflected in the culture, and how these reflect the style of magic used by the local cultures. We're not interested in generic magic or generic faiths or in a culture which matches every other culture in every other fantasy game out there. If it's vanilla, something's missing. For an example? Well. We've a campaign world, Inspiritus . We've not had a chance to run things in that world in over 30 years, but we'
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