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Re: (TFT) D&D Heroscape



As one of those 11-year-olds back in 1980 who massacred the
already-shaky rules, and had a knack for roling "00" whenever my 18
strength character happened to be a fighter, I gotta say that, to my
mind, the only thing really superior about DnD (to the existing
systems at the time) was the incredible amount of backstory (or
implied backstory).  Spells, magic items (esp artifacts), modules -
they all seemed to have a history in DnD that was lacking in all the
other systems of the era, be it Bucknards Everfull Purse the Eye of
Vecna.  Now that I'm middle-aged and appreciate well-constructed war
games, I realize the rules are godawful and the potential for abuse is
remarkable.  Still, G1-3, D1-3 and Q1, World of Greyhawk etc, are
pretty remarkable in scope.  It's like reading Burroughs - you can
question the artistry, but the sheer dedication of the creators to
their strange framework is hard to impeach.

On Mon, Aug 17, 2009 at 2:40 PM, <raito@raito.com> wrote:
> Quoting Cris Fuhrman <fuhrmanator@gmail.com>:
>>
>> But I always found the artwork in the D&D books to be superior, especially
>> the Monster Manual. We often played TFT ITL campaigns converted from D&D
>
> That's pretty daming, right there... (I always thought the 2nd ed. artwork
> was awful).
> Neil Gilmore
> raito@raito.com
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