Vaalingrade
Legend
And that answer will be right almost half the time!And we have AI too. So you can find the answer to a question fast.
And that answer will be right almost half the time!And we have AI too. So you can find the answer to a question fast.
But in New School they are at best optional and lots of game choose not to use them.
Especially if the question is, "How many fingers are on a human hand?"And that answer will be right almost half the time!
Details. For just one example: If your under cover and shooting at targets 100 feet away....how do you recover arrows?
But in New School they are at best optional and lots of game choose not to use them.
Yes.
Agreed. But good trap designs that lead to desirable results should be used often.
You can say Destiny, Fate, Wyrd, Cosmic Chance or anything else.
Depending on the D&D edition, the old max levels were high. And it could take a long time to level in Old School games.
An Old School game is a lot more like Episodic TV. The same characters will endless go on adventures week after week. Often for years. Often until the game breaks up from a real world event.
Mork Borg is the most prominent example to me of feeling very Old School whilst not being D&D.I don't know about "fidelity" in that sentence. I've seen games claimed to be in the OSR that have clearly swung pretty far afield from any of the older D&D versions; in fact using those as a baseline but cleaning them up (which doesn't seem to describe "fidelity" to me) in way the author thinks is helpful seem to be the point in many cases.
This is actually very different from my own perceptions. IMHO older D&D was far more likely to not use minis, while modern (3e/4e/PF) required their use. While I owned minis in 2e, they were ornamental more than play pieces but in 3e, I had to lug battle mats, wet erase markers and bins of minis to play. 5e supporting TotM was a blessed relief.
No? Not in the fact that New School is any different than Old School in this respect. Miniatures have always been optional, and lots of tables have always chosen not to use them, because they are expensive.
Although you didn't preface this, I assume you are speaking only of your own experiences and anecdotal evidence?One of the troubles with "Old School campaigns lasted a long time" is that, for the vast majority, they didn't.
A very few continued. Most ended - and didn't even last a year.
IME playing weekly in AD&D we often reached 8-9th level in a year, but usually at least 6th at a bare minimum. 2-3 levels per year sounds about right, too.Contrast with Gygax's advice for rate of levelling in OD&D (from an early The Strategic Review) - 40-60 sessions in a year to reach level 9, then 1-3 levels gained per year of play thereafter.
This was pretty rare, I agree. Even 6-8 sessions for the early levels was a stretch IMO, but I know groups did (and still do) vary a lot, so depending on how leveling was handled, etc. the number of sessions can range quite a bit.And then you see old school folks saying "We spent ten sessions at level 1" or similar, and you begin the realise the divergence in play styles.
Mork Borg is the most prominent example to me of feeling very Old School whilst not being D&D.
Cheers,
Merric

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