I don’t really put stock in Ron Edwards’ opinion.
How very true that is.All models are wrong, some models are useful. This is as true of GNS as it is of Cultures of Play.
I don’t really put stock in Ron Edwards’ opinion.
How very true that is.All models are wrong, some models are useful. This is as true of GNS as it is of Cultures of Play.
Yeah. That’s wild.This is tangential to your point, but is it so buck-wild to me that the blog you linked there lists “no rule zero/golden rule” as a hallmark of neo-trad, and then just calls that statement self-explanatory and moves on. Maybe that’s self-explanatory to an audience who’s already familiar with neo-trad, but it sounds completely outlandish to me.
I can easily see how the GM arbitrarily screwing the players over might not fit into a neotrad agenda. Then again, the GM could just as well fiat things into going their way! A die roll could very well kill a neotrad PC in a meaningless way, after all.To me, it's a sign of the move to integrate/adopt "indie" methods into an overall more "trad" agenda.
To begin with: Chuck whatever you've gotten from the article. It's not productive.Note this is a [+] thread. If you don't enjoy this style of play, that's great, but there's no need to drag this thread down. It's okay to let people talk about what they like.
I'm using the definition provided in the Six Cultures of Play article.
Sorry, but I don't get it. My preferences run squarely in the old-school, OSR, and NuSR veins. I like challenges and I'm fine with randomness and character death. Almost literally the opposite of everything I've seen, read, or heard about OC/neo-trad. This isn't me ragging on OC/neo-trad. This is me explaining where I am coming from in hopes of making the conversation easier.
So, for the people who enjoy OC/neo-trad style play. What's the draw? Where's the fun? What's the joy? Etc.
Honestly. Please help me understand because I don't get it.
I mean, the idea of neo-trad is that the GM is no longer an utterly absolute, unquestionable authority. That's what "Rule Zero" cashes out as in trad play: whatever the GM says, goes. Neo-trad opens the possibility that not everything comes from unilateral GM declaration--that there may be rules that bind even the GM. Dungeon World has such rules all over the place, for example, telling me what I must do as GM (even though it's not, properly speaking, neo-trad.)This is tangential to your point, but is it so buck-wild to me that the blog you linked there lists “no rule zero/golden rule” as a hallmark of neo-trad, and then just calls that statement self-explanatory and moves on. Maybe that’s self-explanatory to an audience who’s already familiar with neo-trad, but it sounds completely outlandish to me.
I would argue that effective neo-trad play expects averting such situations. Either never letting them come to pass in the first place (e.g., that's not an option the dice can randomly produce), or using various other tools to say that the consequences here are not what they seem (hence my "no random, permanent, irrevocable deaths" thing: either the death isn't random, but accepted or prepared for; or it isn't permanent, the character will get better on their own; or it's revocable, meaning it's possible for the group to restore the dead character to life.) A portion of the unfair and inaccurate "no randomness" claim regarding neo-trad arises from misunderstanding this effort; it is not that randomness doesn't happen, but rather that greater control is exercised over what randomness is allowed to do, to avoid damage to the desired play-experience.I can easily see how the GM arbitrarily screwing the players over might not fit into a neotrad agenda. Then again, the GM could just as well fiat things into going their way! A die roll could very well kill a neotrad PC in a meaningless way, after all.
But the neotrad solution to that is something like a "death flag" or similar, rather than rule zero.I can easily see how the GM arbitrarily screwing the players over might not fit into a neotrad agenda. Then again, the GM could just as well fiat things into going their way! A die roll could very well kill a neotrad PC in a meaningless way, after all.
What's that?But the neotrad solution to that is something like a "death flag" or similar, rather than rule zero.
Having looked it up, it's basically a toggle. Keeping it down means you can't die randomly (you're left stable, effectively, but otherwise suffer the consequences of being dropped). Raise your Death Flag, you can die--but you may also get a precious resource you wouldn't otherwise have. The example rules included "Conviction," which you have 6 of at the start of each session or each day, depending on which variant the DM picks. Spending Conviction can give you advantage, let you reroll a die after you've seen the result, or even potentially get extra actions (better benefits having higher costs, naturally). Raising your Death Flag gives you 6 Conviction instantly, even if it would push you over the normal 6 cap. But, crucially, you can't lower your Death Flag unless you spend 6 Conviction--meaning you can't just willy-nilly pass back and forth between the two states.What's that?
See @EzekielRaiden just upthread. And more generally I was treating it as a shorthand for "no random, permanent, irrevocable deaths" (ER's phrase)- eg in Burning Wheel or Torchbearer if I spend my last Persona, that means I won't have the will to live should I die.What's that?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.