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Old School : Tucker's Kobolds and Trained Jellies
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<blockquote data-quote="TheFindus" data-source="post: 5836804" data-attributes="member: 75791"><p>I hope I am mistaken, but: Is the OP trying to diss non-old-school gameplay?</p><p> </p><p>It is nothing but a myth that old school play has more verisimilitude than, say, 4E play. There is nothing plausible about a fireball burning every single treasure in a room. There is nothing plausible in being able to train a jelly monster. I do not consider this kind of challenge fun, either, but that may be just me.</p><p> </p><p>Whoever wants to play Tomb of Horrors with it's antagonisms between the GM and the players and it's approach to adventure design can do that if they please. But, I'm really begging you, stop thinking that this is fun for everybody who has lived through the last 30 years of roleplaying design development. I actually have the opinion that this sort of play has stopped being fun for most players a long long time ago. And, in my point of view, correctly so.</p><p> </p><p>There are a lot of people who like the fact that in 4E the players have more freedom to actually be heroes, that the GM is not their enemy and that they are not dependent on what only the GM thinks is plausible in a certain situation. And those people have just as many feelings of nostalgia thinking about moments in 4E, 3e and other non-old-school campaigns. And we are not less creative than old-school-players (what is this claim about?).</p></blockquote><p></p>
[QUOTE="TheFindus, post: 5836804, member: 75791"] I hope I am mistaken, but: Is the OP trying to diss non-old-school gameplay? It is nothing but a myth that old school play has more verisimilitude than, say, 4E play. There is nothing plausible about a fireball burning every single treasure in a room. There is nothing plausible in being able to train a jelly monster. I do not consider this kind of challenge fun, either, but that may be just me. Whoever wants to play Tomb of Horrors with it's antagonisms between the GM and the players and it's approach to adventure design can do that if they please. But, I'm really begging you, stop thinking that this is fun for everybody who has lived through the last 30 years of roleplaying design development. I actually have the opinion that this sort of play has stopped being fun for most players a long long time ago. And, in my point of view, correctly so. There are a lot of people who like the fact that in 4E the players have more freedom to actually be heroes, that the GM is not their enemy and that they are not dependent on what only the GM thinks is plausible in a certain situation. And those people have just as many feelings of nostalgia thinking about moments in 4E, 3e and other non-old-school campaigns. And we are not less creative than old-school-players (what is this claim about?). [/QUOTE]
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