tag:blogger.com,1999:blog-14856978.post-1155260329196590142006-08-10T18:38:00.000-07:002006-08-10T18:38:00.000-07:002006-08-10T18:38:00.000-07:00Shannon, the unique thing about D&D in the early d...Shannon, the unique thing about D&D in the early days was how user-driven it was. It's true that the early supplements included little room for storytelling. But the first sourcebooks were so basic and included so many holes in the rules that players entranced with the basic idea used them as a framework for their own worlds and their own mechanics. And many of those games were heavy on storytelling.<BR/><BR/>I was introduced to D&D (and roleplaying in general) in 1980, at the rather advanced age of 24. The folks I played with had all been playing for several years. The sessions I was involved with, and the ones they had played before I showed up, put a lot of emphasis on storytelling. I have no idea if the majority of adult games went that way, but surely a large percentage of them did.<BR/><BR/>The supplements were there to assist the players who lacked either the time, incentive, or imagination to create their own dungeons. This group was largely made up of teens. But that didn't mean that storytelling wasn't around until 1984. You really couldn't tell what the state of roleplaying was like in those early days just by looking at what the publishers released--the players themselves were a very dynamic part of the hobby.huzonfirsthttp://www.blogger.com/profile/13597394805189909319noreply@blogger.com