• Re: Study: Dungeons and Dragons may improve mental health

    From Justisaur@21:1/5 to Spalls Hurgenson on Mon Apr 15 06:23:03 2024
    On 4/13/2024 11:07 AM, Spalls Hurgenson wrote:

    * not that I can do that anymore. But back in the day we'd do 12+
    hours at a stretch if we could. ;-P

    Oof. I don't think I ever did that long, We did have some Saturday
    night sessions that went from like 9 pm to 6 am. That was probably more
    too late than too long.

    I played games at a con for probably 16 hours minus meals and some
    breaks when I was 15, but they were different games.

    --
    -Justisaur

    ø-ø
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  • From Justisaur@21:1/5 to Spalls Hurgenson on Fri Apr 19 08:10:18 2024
    On 4/18/2024 9:30 AM, Spalls Hurgenson wrote:
    On Thu, 18 Apr 2024 01:15:57 +0200, Kyonshi <gmkeros@gmail.com> wrote:

    On 4/18/2024 12:29 AM, Spalls Hurgenson wrote:

    (I just wish I had more to say about frp.dnd... but I'm barely
    involved in the game anymore and completely out of touch with the
    latest trends. I mean, I guess we could rehash old issues, like: who
    would in a fight, Drizzt Duorden or Elminster? ;-)



    cue to me ranting how the Forgotten Realms are the worst of the DnD
    settings and really never should have become as popular as they somehow are

    I actually quite enjoyed the original "Forgotten Realms" setting, as described in the originally grey-boxed AD&D release. A lot of my own
    campaign material emulated the style of its 'Cyclopedia of the Realms' sourcebook. It was only later that the setting started to annoy me, as
    it became ever-more magic-heavy and every corner of it was detailed by TSR/WOTC, leaving no room for exploration or development by players
    and DMs. Forcing obvious fantasy-equivalents to real-world places
    (Kara Tur = China! Maztica = Central America! Al Qadim = Mythic
    Arabia!) didn't help; it just made the entire construct feel all the
    more disjointed. And once certain characters started gaining undue popularity, the whole thing started feeling weirdly tiny and
    soap-operaish ("Oh look, Drizzt Duorden is in this adventure too!")


    The "Forgotten Realms" was never /great/, but in its original form, it
    was a good 'starting point' - a baseline 'adventure world' - for
    beginner players, I think. It certainly appealed to me more than the "Mystara" setting of BECMI D&D, or Greyhawk.


    I loved the original 1e gray box, the Waterdeep supplement added some
    really nice tables for things like picking pockets. 2e after
    spellplague was so-so. While the novels were o.k. for high-fantasy
    pulp, I found they made my job harder as a DM as many of my players knew
    them far better than I did and I always felt changes to the world would
    be criticized. They weren't but I felt the imagined pressure and
    pressure to constrain my adventures to the written setting.


    --
    -Justisaur

    ø-ø
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