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Old school/new school definitions -- meaningless?
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<blockquote data-quote="Vigilance" data-source="post: 2987878" data-attributes="member: 4275"><p>To me, old school adventure design is largely something I know when I see it. The Dungeon Crawl Classic series is definitely old school design.</p><p></p><p>Give me a nasty dungeon crawl with some twisted things lurking inside that Man Was not Meant to Know and not many deep brooding philosophical "behind the screen" type touches like "realistic dungeon ecology" anyday. </p><p></p><p>I think, by and large, older adventures didn't take themselves as seriously and this benefitted them. </p><p></p><p>Against the Giants, Temple of Elemental Evil, Isle of the Ape, these were adventures that broke a lot of the current "rules" but people still buy them, still play them and still enjoy them. </p><p></p><p>Maybe breaking the rules made them less formulaic. I dunno.</p><p></p><p>Chuck</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2987878, member: 4275"] To me, old school adventure design is largely something I know when I see it. The Dungeon Crawl Classic series is definitely old school design. Give me a nasty dungeon crawl with some twisted things lurking inside that Man Was not Meant to Know and not many deep brooding philosophical "behind the screen" type touches like "realistic dungeon ecology" anyday. I think, by and large, older adventures didn't take themselves as seriously and this benefitted them. Against the Giants, Temple of Elemental Evil, Isle of the Ape, these were adventures that broke a lot of the current "rules" but people still buy them, still play them and still enjoy them. Maybe breaking the rules made them less formulaic. I dunno. Chuck [/QUOTE]
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