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Playtest
Group of the Month
(June)

More
About Us
Mike
Kelly
Bio:
50 years old -- Software Engineer. I got started in
roleplaying after discussing the genre with a coworker
who had played in college. It sounded intriguing and
he set it up for a small group that has been playing
ever since. I enjoy playing fighters, clerics, and most
of all monks (I was quite disappointed when these were
cut out of second edition and pleased when they returned
in third).
Notes
on Playtesting and 3rd Edition D&D
I
enjoyed the playtest even with the fits and starts.
The rules conversions were hard to rationalize, having
gotten used to second edition, but that problem would
mature with time and familiarization. I like change,
so I was happy with most of the new rules.
Favorite
quote
My
favorite quote: "That water's pretty murky. I'll
bet it could hide a lot of stuff." As it
turned out, there was more than one thing hidden there.

Steve
Greenspan
Bio:
41 years old -- Software Engineer. I first started roleplaying
after joining a strategy gaming group at the local country
club. Some of the people were playing AD&D
and it looked like fun. After playing with them for
a short while, I started DMing my own group so that
I could play more often. In fact, it was through that
group that I got to know the woman who is now my wife,
Paula. Paula and I wrote a module called "You've
Lost Your Marbles," which was published in Polyhedron.
Paula introduced me to the group with whom I currently
play (and with whom I playtested "Tealpeck's Flood").
Over the years, while playing in tournaments, I have
played all of the different character types, and clerics
are the only ones I wouldn't be happy to play again.
The character types I like to play most are foolish
fighters and brilliant magic users.
Notes
on Playtesting and 3rd Edition D&D
I
enjoyed the playtest. I particularly enjoyed the considerable
flexibility the new rules allowed in creating characters.
Although the 3rd edition rules differed enough from
the 2nd edition to be very confusing at times, they
did seem to work well as a whole. What I enjoyed least
was the extremely confusing rules on approaching during
combat and opportunity strikes. I am still not sure
if the problem is the rules or the way the were explained
in the draft Players Handbook.
I
can't really remember what things had to be changed
in the module. I do remember enjoying the "hook"
incident but not liking the odd paintings in the castle.
The module was clearly targeted to those who enjoy solving
puzzles rather then hack and slashers.
Paula
Greenspan
Bio:
40 years old -- Project Manager. I began playing D&D
with this group of people (most of them, anyway) 20
years ago. I was interested in the game based on descriptions
I'd heard, but had never met anyone who played. At work,
I spoke with Mike who told me about a fairly recently
formed group of players with an opening. I've been playing
with them about twice a month ever since. I still have
a fondness for my first character, a mischievous gnome
fighter-thief named Verin, who miraculously retired
battered but healthy when we switched to 2nd edition.
I also enjoy druids and other specialty priests. Currently
our 10-year old son is pestering Steve and me to DM
a game for him and his friends. I'm trying to put him
off until 3rd edition D&D becomes available
so he doesn't get confused by the rule changes.
Notes
on Playtesting and 3rd Edition D&D
I
enjoyed many of the problem-solving aspects of the dungeon,
as well as the roleplaying. I found it took me a lot
of time and reading to create a 3rd edition character
because of the differences from 2nd edition D&D.
As we played, I found that I liked the new consistency
of rolls for combat, saving throws, and almost everything.
And I appreciated the flexibility of the various skills
to tailor my character. I also liked the concept of
a single roll for initiative, as it could help speed
up combat. We did, however, have some confusion about
the new rules in combat, especially concerning closing
and retreats. I hope these clear up in the final rules.
Nathan
Bragg
Bio:
20 years old -- I am a computer science major at the
State University of New York in Albany. I got into the
whole gaming industry because of my Dad. I saw him playing
with some of the people in this playtest group over
10 years ago, and it looked like loads of fun. I now
like to try many types of games, but I find Dungeons
& Dragons to be the best out there.
Notes
on Playtesting and 3rd Edition D&D
I
liked 3rd edition D&D pretty well. I like
that you can be any type of character no matter what
your stats are, and I like the fact that you can multiclass
in almost any classes you want. I also appreciate the
greater number of options in choosing classes. As for
characters, I like to play priests the best. I feel
they are the most versatile, and have a lot of roleplaying
value than, say, warriors, who when they get to a town
basically just hit the bars the whole time.
Jonathan
Heiles
Bio:
40 years old -- high school science teacher. I started
RPGs in 1979 during the summer after my freshman year
of college. One of my high school friends came back
from his year at MIT, bringing D&D with him.
The first edition Players Handbook wasn't
out yet: We used "The Blue Book."
I
still travel to Long Island a few times a year to play
in that first campaign, and I also play regularly with
this playtest group. I have run another campaign for
high school students for the past 16 years, whose veterans
include three of the playtesters for "Tealpeck's
Flood" (including the author).
Notes
on Playtesting and 3rd Edition D&D
Working
with the 3rd edition D&D rules was great.
They have many clever, thoughtful aspects. The most
innovative and fun is the sorcerer class. The "difficulty
class" game system is also a valuable and impressive
advance.
Peter
Vinogradov
Bio:
26 years old -- foreign language teacher. I have played
for years in a campaign designed by my colleague and
former science teacher Jonathan Heiles, whose years
of experience as a professional storyteller continues
to make this 16-year game irresistible. That campaign,
which combines today's D&D rules with elements
from the very earliest D&D material, inspired
my love of long, epic adventures, lethal traps, and
persistent villains with well-established personalities.
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