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Defining "New School" Play (+)
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<blockquote data-quote="Kobold Stew" data-source="post: 9376164" data-attributes="member: 23484"><p>If I were to be defining “New School” it would look directly at the games that emerged between 2005-10 and thereafter. There was a sudden proliferation of games with new systems that were deliberately and self-consciously not D&D, which were trying to do new things beyond hack and slash (a reductive view that I do not share).</p><p></p><p>I think it emerged due to a number of factors. A willingness to explore new systems when 4th edition came out is one of them, but the proliferation of cell phones, comfort with online transactions, and increased comfort purchasing pdfs (with which came the expectation that buying a hardcopy would mean you got a pdf with purchase, something the D&D still hasn’t accepted), as well as online warehousing and review sites that gave information about new systems (and sites like ENworld that offered prizes!), all facilitated a technological and societal change that allowed more people to enter the market with niche-ier games that had low costs for entry into the market by creators and could target specific needs.</p><p></p><p>It was a great time, and led to a lot of fun exploration with new systems.</p><p></p><p>Among the systems that I would put in this category are FATE and the Powered by the Apocalypse games, as well as Burning Wheel, Reign, the Cubicle 7 and Margaret Weis games, as well as brain-breaking genius surprise hits like Fiasco. Yes, there was a “theory” behind this all (and strong personalities; but this is a + thread), but it all encouraged new thinking about what games could do, and (in my view) the OSR was a response against this type of gaming. </p><p></p><p>Some of the innovations fed back into 5e when it came out: I'd say it is seen most clearly in the 2014 backgrounds, where there was a "feature" that didn't necessarily give a mechanical bonus, but helped define your personality, motivations, goals, etc.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9376164, member: 23484"] If I were to be defining “New School” it would look directly at the games that emerged between 2005-10 and thereafter. There was a sudden proliferation of games with new systems that were deliberately and self-consciously not D&D, which were trying to do new things beyond hack and slash (a reductive view that I do not share). I think it emerged due to a number of factors. A willingness to explore new systems when 4th edition came out is one of them, but the proliferation of cell phones, comfort with online transactions, and increased comfort purchasing pdfs (with which came the expectation that buying a hardcopy would mean you got a pdf with purchase, something the D&D still hasn’t accepted), as well as online warehousing and review sites that gave information about new systems (and sites like ENworld that offered prizes!), all facilitated a technological and societal change that allowed more people to enter the market with niche-ier games that had low costs for entry into the market by creators and could target specific needs. It was a great time, and led to a lot of fun exploration with new systems. Among the systems that I would put in this category are FATE and the Powered by the Apocalypse games, as well as Burning Wheel, Reign, the Cubicle 7 and Margaret Weis games, as well as brain-breaking genius surprise hits like Fiasco. Yes, there was a “theory” behind this all (and strong personalities; but this is a + thread), but it all encouraged new thinking about what games could do, and (in my view) the OSR was a response against this type of gaming. Some of the innovations fed back into 5e when it came out: I'd say it is seen most clearly in the 2014 backgrounds, where there was a "feature" that didn't necessarily give a mechanical bonus, but helped define your personality, motivations, goals, etc. [/QUOTE]
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