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<blockquote data-quote="steenan" data-source="post: 5194638" data-attributes="member: 23240"><p>I went through several styles in my RPG career:</p><p></p><p>Ages 15-16, my first contact with RPG: Rules-heavy simulationism. A lot of homebrewing and houseruling as a GM; focus on power (but through in-game actions, not mechanical optimization) as a player.</p><p></p><p>Ages 17-18: WoD, often powergamed or played for laughs; no trace of "personal horror". CoC, with similar bias, but with more successful sessions. As a GM, more focus on story, sometimes with good results and sometimes leading to heavy railroading.</p><p></p><p>Ages 19-22: Rules-light (often diceless) simulationism. A lot of homebrewed settings. A lot of focus on consistency and story. Strongly player-driven, but not player-narrated play. Sessions aiming for specific genre and specific atmosphere, often successful. More mature themes in games and mature approach to these.</p><p></p><p>Ages 23-26: Less homebrews, more published games. D&D 3e. More focus on rules. Mechanical optimization, but moderated by taking into account consistency and story. More player input in descriptions and world creation.</p><p></p><p>Ages 27-30 (now): Awareness of different playstyles, conscious choices. Wide spectrum of genres, styles and creative agendas. Indie games. Exalted (with changed mechanics). Homebrews with better mechanics. Explicit social contracts.</p></blockquote><p></p>
[QUOTE="steenan, post: 5194638, member: 23240"] I went through several styles in my RPG career: Ages 15-16, my first contact with RPG: Rules-heavy simulationism. A lot of homebrewing and houseruling as a GM; focus on power (but through in-game actions, not mechanical optimization) as a player. Ages 17-18: WoD, often powergamed or played for laughs; no trace of "personal horror". CoC, with similar bias, but with more successful sessions. As a GM, more focus on story, sometimes with good results and sometimes leading to heavy railroading. Ages 19-22: Rules-light (often diceless) simulationism. A lot of homebrewed settings. A lot of focus on consistency and story. Strongly player-driven, but not player-narrated play. Sessions aiming for specific genre and specific atmosphere, often successful. More mature themes in games and mature approach to these. Ages 23-26: Less homebrews, more published games. D&D 3e. More focus on rules. Mechanical optimization, but moderated by taking into account consistency and story. More player input in descriptions and world creation. Ages 27-30 (now): Awareness of different playstyles, conscious choices. Wide spectrum of genres, styles and creative agendas. Indie games. Exalted (with changed mechanics). Homebrews with better mechanics. Explicit social contracts. [/QUOTE]
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