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Defining "New School" Play (+)
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<blockquote data-quote="MerricB" data-source="post: 9376774" data-attributes="member: 3586"><p>Quick question: Have you read <em>The Elusive Shift</em> by Jon Peterson?</p><p></p><p>Quoting its opening paragraph:</p><p>"Dungeons & Dragons famously resulted from the intersection of two cultures: a gaming culture of conflict simulation and a literary culture engaged with speculative and fantastic fiction. Or as Gary Gygax put it in 1976, "It arose from a combination of warfare with miniature figures and the desire to create heroic epics of the strange and supernatural" (SFF 87). To understand the first audience for D&D, it is therefore necessary to understand the two preexisting cultures of wargaming and science-fiction fandom, where the latter is understood to encompass fans of fantasy fiction. Science-fiction fandom got organized decades before the first games fans banded together, and the wargaming community would copy the pioneering structures that enabled science-fiction fans to forge their own identity: national and regional clubs, which hosted both local and large-scale conventions and published amateur magazines, or fanzines, for disseminating ideas throughout their membership."</p><p></p><p>I think there's a large part of "New School" play that is apparent in the original twofold nature of D&D's audience, and while there have been more <em>mechanical and procedural</em> innovations since the early days, there's always been a tension there.</p><p></p><p>Consider a core matter of the early game: Do you get XP from treasure acquired? According to Gygax and the official rulebooks, the answer was "yes!", but there was a very strong strand of groups that said "no!", and in 2E they gained ascendancy and so XP for treasure gained is relegated to an optional rule.</p><p></p><p>I do recommend <em>The Elusive Shift, </em>as well as any other of Jon Peterson's books.</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9376774, member: 3586"] Quick question: Have you read [I]The Elusive Shift[/I] by Jon Peterson? Quoting its opening paragraph: "Dungeons & Dragons famously resulted from the intersection of two cultures: a gaming culture of conflict simulation and a literary culture engaged with speculative and fantastic fiction. Or as Gary Gygax put it in 1976, "It arose from a combination of warfare with miniature figures and the desire to create heroic epics of the strange and supernatural" (SFF 87). To understand the first audience for D&D, it is therefore necessary to understand the two preexisting cultures of wargaming and science-fiction fandom, where the latter is understood to encompass fans of fantasy fiction. Science-fiction fandom got organized decades before the first games fans banded together, and the wargaming community would copy the pioneering structures that enabled science-fiction fans to forge their own identity: national and regional clubs, which hosted both local and large-scale conventions and published amateur magazines, or fanzines, for disseminating ideas throughout their membership." I think there's a large part of "New School" play that is apparent in the original twofold nature of D&D's audience, and while there have been more [I]mechanical and procedural[/I] innovations since the early days, there's always been a tension there. Consider a core matter of the early game: Do you get XP from treasure acquired? According to Gygax and the official rulebooks, the answer was "yes!", but there was a very strong strand of groups that said "no!", and in 2E they gained ascendancy and so XP for treasure gained is relegated to an optional rule. I do recommend [I]The Elusive Shift, [/I]as well as any other of Jon Peterson's books. Cheers, Merric [/QUOTE]
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