Beyond Old and New School - "The Secret That Was Lost"

I think the "lost of the secret" is mostly due to the sucess of D&D. As D&D gained fans, it gained their fan's imagination. And since D&D does not force a setting, all those fans were allowed new imaginations of the game. Unfortunately in the old days, all things ran through the DM. So if the DM and player where not in sync,a problem would occur. I've seen many a Boo! and dice showers to the DM because of this.

Eventually this set in the desire for rules so the player knew what they could do. Unfortunately, some lock into the rules. And if the rules are written a certain way, the rules are more optimal than that the allowed limit of DM judgement.

Sucess and Human imagination.
 

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In the context of RPGs, I think how you use the rules (and how well) is more important than what rules you use, in terms of immersion and imagination. But I think what rules you use does have some impact.

<snip>

In other words, the rules themselves don't "force" or create the play experience, but the nature of the rules - depending upon what they are - opens up probable enactments.

I think out of the gate it is very difficult for varying perspectives on RPG design theory to achieve meaningful, productive communication. The genesis of such conversations requires relative lockstep on the answer to the question of "does system matter?" There are such deep disagreements on that primordial question that conversation past that point becomes unwieldy.

Extended from the answer to that question is a myriad of loosely (or tightly) coupled positions on:

1) GM role and authority (over setting and situation, over backstory, over rules adjudication, over authenticity of action resolution)

2) Players' roles and PC build functionality (including stance fluctuation

3) Transparency/opacity/level of codification of the action resolution mechanics and their role in the fiction that emerges from actual play

4) Task resolution resolving the outcome of zoomed-in simulation of process or conflict resolution resolving the outcome of zoomed-out player intent.

Then there are questions on how various GMing techniques provide or subvert players' ability to make meaningful thematic choices and impose their will on the fiction. Further, there are questions about the passivity or proactivity of players; what aspects of system and GMing techniques promote one state versus another?

Then immersion needs to be defined. This, again, will vary from player to player and from GM to GM. My idea of "immersion" is certainly very different than your own and I appreciate a wide variety of games. I play 1e and 4e and I play them very, very differently from one another. I was an old school Classic Traveller GM and, again, hugely different from running a game of Dogs in the Vineyard...both still hugely different from the brunt GM-forcing my players through a Call of Cthulu game; different with respect to my expectations (what "immersion" means and what typifies "fun" or "a successful session") and different with respect GM techniques deployed and the total output of play.

So here's the question, and maybe a rephrasing of the "Holy Grail" - and perhaps worth its own thread: how to integrate the best of both old and new school D&D?

I would suggest that to even approach that question we'd have to agree that there is something to integrate - meaning, that there is something in the old that is lacking (or de-emphasized) in the new, and something in the new that is lacking (or de-emphasized) in the old. I tend to take this approach. Now if you, or someone doesn't, then there really isn't anywhere to go with it.

I am a "system matters" and "GMing is not a monolithic enterprise" guy. You cannot produce an authentic, old school, Step On Up 1e dungeon crawl experience with GM force superseding the authenticity of the resolution mechanics. You cannot produce a functional Story Now Dungeon World or 4e game if you're trying to interpret the micro and macro outcomes of their conflict resolution mechanics through a task resolution lens. If the game is predicated upon focus on the scene or the encounter and the PC resource schemes exclusively (or even mostly) zoom out on the adventuring day (or further), you're going to have dysfunctional play. If you want gritty play that assumes adventurers/heroes are fragile, bearing no plot protection, then ablation mechanics better agree with that paradigm or you're going to have some deeply dysfunctional aspects of play that grate/jar, potentially to the point of being untenable.

In total; I do not think the 5e "big tent" approach will facilitate what they're looking for (One D&D to Rule Them All). I've been extremely skeptical of the design theory from the beginning. At its core is an ethos of (i) "Rulings Not Rules", (ii) its GM advice advocating hand-waved or fudged DCs and contests, and (iii) its embedded, somewhat opaque, task resolution mechanics that drive toward granular exploration of GM setting. It is quite literally anathema to (i) my preferred ethos ("Drive Play Toward Conflict - Every moment of play, roll dice or say yes."), (ii) fidelity to the action resolution mechanics, and (iii) transparent, conflict resolution mechanics that focus on fiction (including setting) emerging from resolving player intent within a scene-based architecture.

I've said from the beginning that it looks like, feels like, plays like, and promotes 2e era play. I think they will catch a very wide audience but it won't be the One D&D to Rule Them All that they are looking for. The ethos, system, and technique issues at the core of these disputes make the realization of that ideal impossible.
 

How?

Simply playing 3E/4E as written.

" So whats in this room?"

" Whatever it is I find it. Made a search roll DC 35. WooT!"

Push button play. After all what exactly is the point of interacting with setting elements if nothing is really going to happen until a die roll is made?


Play element> select menu item> activate menu item> get result <loop>


There is little actual "playing" for the players to do. Anything that moves the game meaningfully forward is a die mechanic.

Weirdly that's not what my 3e or 4e experiences are like at all.

What you are saying is the same as if I said "Why play OD&D, the DM just decides everything on a whim. Your character can't do anything, he can only be allowed to do something. Maybe."

Its a blatant exaggeration.
 


I like the OP's essay. Very interesting read. I generally agree on the question of imagination, or degradation thereof, as being a result of a game (or the world) leaving less open space for the mind to expand into.

Has something "been lost" in RPGs? If so, is it imagination?

Shove an OD&D game onto many modern gamer's table and he might not be interested in it. No disrespect meant to those who still love it - but lets face it, most people don't play it, and it's probably simply because it doesn't appeal to most people.

When OD&D first appeared, there was essentially nothing out there that existed similar to it. It opened up possibilities, allowed imagination to wander, in ways that had not existed before.

But now, people's minds have evolved in another way. They have experienced old school gaming, or not; and have witnessed, played, newer games, including newer versions of D&D. They have seen and played computer games. They have seen a bunch of high-tech movies.

I think that people simply want something else. In what form? In varying shapes and forms, that's my answer. Trying to pin down one game that will appeal to everyone, is as futile as hoping to make one movie or one book that will be to everyone's taste. OD&D used to be the only existing game, so of course it had tremendous success. Now we have many to compare it to.

Some game systems put more on the math and the technical parts - the crunch. Others more on the setting, the "feeling" or the role-playing aspects - the fluff. There is no one way to go about this. The original feel of OD&D will never again exist simply because there is no turning back the wheel to the coming out of the first RPG ever. What was lost is quite simply: novelty. OD&D was new. Now it isnt.

Myself, after 35 years of playing RPGs, I'm discovering new RPGs and I love it. Bring it on!
 

What makes a difference?

Interesting thread; and a polite discussion, to boot! Congrats to all.

Here's a though experiment. You have a character in some game system who has a background of "sailor", a "good skill with archery" and is "very strong, but not very dextrous". Which of these statements make sense to you?


  1. I would be automatically able to sail a small boat without needing to roll dice
  2. I would know how to tie common knots
  3. I would be better at tying knots than someone who is not a sailor
  4. I would be less good at tying knots than someone who has high dexterity
  5. I would be able to shoot and hit an unaware person at 50' with a bow without needing a roll
  6. I would need to make a roll to shoot someone who was aware of me
  7. I would be more effective with my bow than a weaker person because I can pull more weight
  8. I would be less effective with my bow than a more dexterous person
  9. I would be better at shooting my bow on a ship than a non-sailor
  10. I would be better at shooting my bow on a ship in a storm than a weaker sailor
  11. I would be worse at shooting my bow than a "soldier" with "good skill at archery"
  12. I would be awesome at repairing bows because not only am I good at archery, but I know how to tie knots and handle rope
  13. I would never need to roll to repair a basic bowstring, given the materials I need
  14. I would always beat someone at archery if they were "bad at archery" without needing a roll
  15. I would always get a better rate of pay for sailing a boat as a "sailor" than someone who was "highly charismatic" but not a "sailor"
  16. I will always beat someone in a tug-of-war game if they are less strong than me
  17. Since sailors are very used to playing tug-of-war, I'd expect to beat someone equally strong as me if they were not a "sailor"
  18. I do not need to roll dice to tell if someone else is a sailor.
  19. I do not need to roll dice to assess someone's skill as an archer
  20. I do not need to roll dice to assess how strong someone is

I'm guessing that if we did try and answer these, we'd not all have the same results; further, I'd not be surprised to find little correlation between predilection for OSR games and the results.
 

Has something "been lost" in RPGs? If so, is it imagination?

Related question: If we accept that certain realms of imaginative exploration have been closed off in newer rulesets, does that necessarily imply an *overall* lost of space for imagination? Can the new rules not help support imaginative play in realms the older designs don't?
 

This makes me think that there's a different of underlying assumption as to the role of the DM and their power in the game world. I guess I'm relatively traditional and see the DM's power as absolute - I mean it ultimately is in the sense that they can throw whatever they want at the players, so even if a game is by the book, if they really want to kill a party of 3rd level characters they can always just through the Tarrasque at them.
This is probably true. I certainly don't take the view that the GM is any sort of "ultimate power" or "god figure" over the game. In D&D, as we play it, the GM still has the role of scene framing (so the Tarrasque is still an option - but one generally at odds with the GM's aims in the game), but not generally that of rules arbiter or modifier.

The reason for this has nothing to do with "bad GMing" or "player empowerment" in the sense of social dominance and so on, however. It is simply because different folks have different views about how "worlds" (and the usual "default" - the real world) work, in general. I don't believe many GMs set out to bork players or to concoct mean "gotchas" - but people just naturally have different models of how reality operates. And they sincerely believe in their own model.

If a GM has a model of world physics that is purely Newtonian, but I have an understanding of quantum mechanics, there will be points (although, admittedly, few of them) where what the GM says happens simply disagrees with my model of reality. If we were talking about the real world, the GM would simply be wrong. But this isn't because the GM is being a "jerk" or trying to be mean or contradictory - it's because they sincerely believe in a model that differs from mine.

Melee combat is another common example. In another thread, someone claimed that a greatsword wielder would do better if they had "room to make a good swing". My understanding of medieval combat techniques suggests strongly to me that any greatswordsman swinging the thing in big arcs would likely be dead in under 10 seconds against someone who really knew what they were doing. The combination of telegraphing the blow with a massive opening in the defences as the swing is wound up would just be lethal. But in the other poster's "realistic" world, obviously swinging a greatsword like a scythe would work just fine - not because they are trying to be a dick, but because their honestly believed model of how melee combat works is at odds with what I believe it to be.

The advantage of rules, here, is that they define what the outcome of certain character choices in the game world are in a way that the GM and the player agree on (because they read the rules and agreed to play by them). Whether or not the rules are really "realistic" is immaterial; they provide a shared model that allows both "sides" to understand how interaction between the character and the environment will work. In this sense it is "player empowering", because it gives the player a knowledge of the game world that lets them see the game world more like their character would see it - with comprehension rather than ignorance - and make in-character choices that are informed rather than wild-assed guesses, at least in the areas that their character is supposed to be good at.

In other words, the rules themselves don't "force" or create the play experience, but the nature of the rules - depending upon what they are - opens up probable enactments.
Yep - I agree with this. This is why the folks on the Forge talked in terms of systems supporting specific styles of play rather than enforcing them. The difference is not that a style of play is possible with one ruleset but impossible with another - it's that a style of play is easy with one ruleset and hampered with another.

I would suggest that to even approach that question we'd have to agree that there is something to integrate - meaning, that there is something in the old that is lacking (or de-emphasized) in the new, and something in the new that is lacking (or de-emphasized) in the old. I tend to take this approach. Now if you, or someone doesn't, then there really isn't anywhere to go with it.
Absolutely I think there are things that some styles of play have that others do not; the very point of playing by a different style is to emphasise some aspects of play while de-emphasising others.

As an aside to this, I don't see "immersion" as necessarily the primary aim of roleplaying. It's AN aim - and a perfectly valid one - but not THE aim of roleplaying. In some styles it is emphasised, in others it's not.

I think it comes down to whether we see a game as an ongoing, organic process of development, or something that has achieved (near-) perfection in one form (or edition) or another. I take the former approach, which is why I'm not an advocate of any particular edition.
Well, I don't fundamentally accept that there is any such thing as (near-)perfection in roleplaying, so I guess I can't possibly hold the second view!

All I can say is this: for the aspects of RPG that it is good at, I find 4E to be the best system on the market. For what older editions of D&D are particularly good at, I find that there are other systems that do the job in a way that I prefer.

That's not to say that others won't prefer earlier D&D editions for the styles for which I prefer another system, or that they might prefer older editions for styles that I haven't even considered playing. Both of those are possible. But it does mean that I currently have a use for 4E D&D, whereas I don't really have a use for older editions (any more).

If two PC's respond to an npc's offer in plainspeak: " I don't think that will work for us".

PC #1 has a CHA of 16 and/or a socially skilled background.

PC #2 has a CHA of 6 and no such background.

When PC #1 responds the npc will hear " not exactly what I had in mind, lets see what other arrangements we can make" as a sort of in between the lines message.

When PC #2 responds the npc will hear " screw that. If thats the best ya got you can stick it" as a sort of in between the lines message.

So it is very possible for normal conversation to take place HIGHLY influenced by the attributes of the character. The influence of such attributes will depend largely on the attitude and disposition of the recipient.
That sounds like a perfectly sensible system. The GM determines what "success" and "failure" are likely to lead to - which is constrained by the situation in play - and the skill roll (or, better, skill challenge - to take account of the several tasks required to get to a resolution) determines which path is open.

Better would be a set of rules (or at least guidelines) for "framing the scene" in social encounters in terms of what is possible and what is not, and what opposition must be overcome to get to the possible. I found this a disappointment with 4E; it had extensive (and very good) advice on framing combat encounters, but almost nothing on framing social or exploration encounters. This omission was never really rectified, I'm sad to say. The only "excuse" I can see is that previous editions of D&D didn't grasp this nettle, either - but I don't really think that excuse flies very far.
 
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That sounds like a perfectly sensible system. The GM determines what "success" and "failure" are likely to lead to - which is constrained by the situation in play - and the skill roll (or, better, skill challenge - to take account of the several tasks required to get to a resolution) determines which path is open.

Better would be a set of rules (or at least guidelines) for "framing the scene" in social encounters in terms of what is possible and what is not, and what opposition must be overcome to get to the possible. I found this a disappointment with 4E; it had extensive (and very good) advice on framing combat encounters, but almost nothing on framing social or exploration encounters. This omission was never really rectified, I'm sad to say. The only "excuse" I can see is that previous editions of D&D didn't grasp this nettle, either - but I don't really think that excuse flies very far.

In actual play its very open ended. What is possible and what is not isn't a known quantity. There might be what I Think is possible as a starting point, but since the content of the player's actual contribution drives what is possible, a given interaction could theoretically go anywhere. Likewise the amount or even nature of the opposition isn't always a known quantity. I might know what an npc or group has in the way of resources available, and their primary motivations. What I don't know is what kind of crazy the players are going to throw into the situation. That uncertainty and the poosibilities therein are one of the primary reasons I enjoy playing.
 

You make a good point here, and perhaps hexcrawl vs. metaplot doesn't fit with the "taxonomy of imagination" that I'm hinting at.

That aid, I do think that certain factors are more or less conducive to imagination. In the last post I used the example of the battlemat, of 4e combat vs. 1e (or other old school style) combat. I think the rules of 3e and 4e are less conducive to imaginative combat. It doesn't mean that imagination cannot be evoked or inspired, or that this is true of all people at all times in all worlds, but as a general rule.

(Am I allowed to make generalities? ;)).

But that's not as much a play-style, like hexcrawling vs. metaplot, but the actual rules - the structure itself.
I sort of backed off from responding to this post, since I've never played 4E, and I haven't really got the darndest idea what kind of play it actually supports. (As opposed to what kind of play its ENWorld advocates support.)

Also I have never seen D&D combat as terribly imaginative, with the occasional memorable exception. Generally, especially IME with old school play, the imagination goes into pre-fight exploration, whereas the actual combat resolution is a fast and brutal hackfest.

RE: Grids... True, counting squares degrades immersion (for me) but it opens up other opportunities and I can't say for certain that the net result is a hit to the imaginativeness of the whole enterprise. (That said, I greatly prefer non-grid play because it's so much quicker to set up and resolve, which means that we can move the game ahead so much further in a session than if we were gridding it. Also it feels so... empowering to just be able to just call a fight into existence by describing it.)
 

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