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Old school/new school definitions -- meaningless?
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<blockquote data-quote="Melan" data-source="post: 3037786" data-attributes="member: 1713"><p>In my opinion, they are accurate in that there is a revival of interest in old school games or game material, and the publication of such. A few reasons which probably play into it:</p><p>1) d20 and the OGL as a publishing vehicle.</p><p>2) 3e's role in galvanizing older gamers to check out D&D or simply RPGs again - people who brought their own preferences back to it more or less intact because they didn't play in the new school period (post-Dragonlance, although the exact dates are debatable).</p><p>3) The rejection of 3e by some of the same gamers, who saw it, looked it, maybe even tried it or played it, but ultimately went back to their old games.</p><p>4) The rise of the Internet as a medium of communication, with the possibility of organizing scattered communities with a common interest.</p><p></p><p>And maybe others. Nevertheless, there is an "old school" style and a "new school one". To deny that there is an identifiable style usually called "old school" is like saying there are no Englishmen, because they are all different. Sure they are. But on the average, there is a concept of "Britishness", existing both as a concrete fact and as an abstract ideal, or even stereotype.</p><p></p><p></p><p>First: the way many people use the definition is a lot more strict than you try to paint it in your opening post. Dragonlance by that yardstick is anything but old school - it is the very antithesis of it. Now, of course, it is just an opinion, but one that is common enough for us to pay attention.</p><p></p><p>Second: to say that one bad or good module in particular reflects on all modules of the same mold in general is a gross simplification. Obviously, people like good adventures and dislike bad ones. Old adventures have an advantage in this field - over the years, the cream has risen to the top, and ideas which seemed good at first (Swords&Spells the OD&D supplement, AD&D as a strict tournament game, etc.) fell by the wayside. What we have now is things tested by time. New school products don't have this advantage yet. No "canon" has been formulated yet, although I am sure it is in the making.</p></blockquote><p></p>
[QUOTE="Melan, post: 3037786, member: 1713"] In my opinion, they are accurate in that there is a revival of interest in old school games or game material, and the publication of such. A few reasons which probably play into it: 1) d20 and the OGL as a publishing vehicle. 2) 3e's role in galvanizing older gamers to check out D&D or simply RPGs again - people who brought their own preferences back to it more or less intact because they didn't play in the new school period (post-Dragonlance, although the exact dates are debatable). 3) The rejection of 3e by some of the same gamers, who saw it, looked it, maybe even tried it or played it, but ultimately went back to their old games. 4) The rise of the Internet as a medium of communication, with the possibility of organizing scattered communities with a common interest. And maybe others. Nevertheless, there is an "old school" style and a "new school one". To deny that there is an identifiable style usually called "old school" is like saying there are no Englishmen, because they are all different. Sure they are. But on the average, there is a concept of "Britishness", existing both as a concrete fact and as an abstract ideal, or even stereotype. First: the way many people use the definition is a lot more strict than you try to paint it in your opening post. Dragonlance by that yardstick is anything but old school - it is the very antithesis of it. Now, of course, it is just an opinion, but one that is common enough for us to pay attention. Second: to say that one bad or good module in particular reflects on all modules of the same mold in general is a gross simplification. Obviously, people like good adventures and dislike bad ones. Old adventures have an advantage in this field - over the years, the cream has risen to the top, and ideas which seemed good at first (Swords&Spells the OD&D supplement, AD&D as a strict tournament game, etc.) fell by the wayside. What we have now is things tested by time. New school products don't have this advantage yet. No "canon" has been formulated yet, although I am sure it is in the making. [/QUOTE]
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