this post was submitted on 21 Jun 2023
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Honestly, I do think early D&D games kinda show the way to some extent. Large groups made sense when games were games were more procedural, with a designated map-maker, a designated "caller" who settled on final decisions, a designated inventory tracker. Combat that makes people want to avoid it more often than not, morale rolls. The very episodic nature of adventuring vs. modern campaigns where every session is highly coupled probably helped too.
I think early first-person dungeon crawlers and JRPGs are closer to how "serious" AD&D groups actually ran things. Players literally glued to the hip and doing something more like piloting a multi-person mech than all trying to run around doing their own thing.