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Two words for you.
The Buggaloos!
Hah! Before my time!
By the way....
I'm sailing away,
Set an open course for the virgin shores...
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Two words for you.
The Buggaloos!
Why can't Gygax be a guy who found that people liked his game (nuance around the "his" both irrelevant and completely relevant), and wanted to make a game company out of it, and made decisions as best he could (which was clearly not good enough in the eyes of many)? Why does it have to be more complicated than that?
Why can't Gygax be a guy who found that people liked his game (nuance around the "his" both irrelevant and completely relevant), and wanted to make a game company out of it, and made decisions as best he could (which was clearly not good enough in the eyes of many)? Why does it have to be more complicated than that?
Riffing off your comment and Faylar's about rules not gatekeeping, one thing that D&D did well in early editions was get players to the table quickly. Roll 3d6 six time. Pick a class, maybe a race depending on the edition, buy some equipment, and you were playing. You could even have the equipment purchasing happen in character if you wanted to get into play sooner.
In my experience, life is rarely that simple for anyone, much less someone who invented a market and then got booted out of it. Someone can be an innovator and a difficult human being without being either a hero or a villain.Why does it have to be more complicated than that?
No. I simply wasn't comparing it to D6 Star Wars at all.It's all relative. To an experienced roleplayer, older versions of D&D character creation may seem really fast and simple compared to Gurps or even D20 but I think you are underestimating the amount of page flipping, chart hunting and general confusion (who the hell is Rod and why do I need to be saved from him?) that it entailed compared to creating a character in something like D6 Star Wars.