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Defining "New School" Play (+)
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<blockquote data-quote="bloodtide" data-source="post: 9382507" data-attributes="member: 6684958"><p>Guess I'm not following you now. So when a New School player fails a roll, do they learn something and roll "better" next time?</p><p></p><p>This does vary from DM to DM.</p><p></p><p>A good number of Old School DMs do require players to describe actions. And just as many will give bonuses to the player for doing so. So a fighter can describe a sword thrust and get a plus to hit. The same is true with spellcasters. </p><p></p><p>All the other actions are covered under Adventuring and are classless. Any character can try to do anything. Most DM's are fine with a vague "you collect some wood for a fire".....but a LOT of Old School DMs will have the player describe the wood the player collects(as different woods burn diffidently, give off different smoke). The super details are part of the Hard Fun.</p><p></p><p>Very True. Another difference in Old School is that you need to play a character that matches your player abilities. Though also most Old School games have 'everyman' characters. The PCs are not in any way special, they are "just another wizard" in the world. And for an every person wizard you can say no problem that "they can do magic, but they just are not good at cyphers". And most often Old School characters are not a "genius" or "hyper intelligent".</p><p></p><p>The basic game play in both types of games would be about the same in many games.</p><p></p><p>Though it would come down to a lot of details. It is harder to do everything in an Old School game. And players must use their own real life skills and intelligence. So for example in New School a hyper intelligent character can just roll and 'make' a battle plan. In the Old School game the player must make the battle plan, for real.</p><p></p><p>Well, it is an easier game. Checkers is easier then Chess, but that does not make it "better"...it is just different.</p><p></p><p>I'm not sure how or why your jumping to that conclusion. Just compare:</p><p></p><p>The Old School game is Unfair, Hard Fun, Deadly to Characters, Unforgiving, Merciless, and Harsh. A player in such a game has to be very much smart and careful. They need to "bring their A game" and "be on the ball" and very much be focused and "in the zone". Even just one mistake and you can ruin or end a plot or story.....and even just one mistake and your character is gone forever. It is intense Hard Fun. </p><p></p><p>The New School game is Fair, Soft Fun, Friendly, Accepting, Forgiving, Merciful and Delicate. A player in such a game needs to be smart and articulate. The game play is relaxed, even casual. A fun informal social gathering. The player need not worry about the game suddenly taking a wrong turn or ending too much, as that is made to not happen. It is more relaxing Soft Fun.</p><p></p><p>It is comparing mountain climbing to relaxing in a pool. It is going out to nightclubs to staying home and curling up with a good book. It's skydiving to fishing.</p><p></p><p>And none of the above, including the two games, is "better". It is much, much, much harder to climb a mountain then it is to float in a pool(note as I type this I AM floating in a pool as it is 91 degrees in the shade here).</p><p></p><p></p><p>I can agree that each Old School game is very unique, and for a player to jump games can be a huge shock. New School games are much more uniform and players can jump around and not notice much. </p><p></p><p>Well, you need to remember Classic Play and Traditional Play are separate. in Old School. Like how Story games and Neo-Trad are separate in New School.</p><p></p><p>Classic is the nearly pure mechanical near war game like play. Very little story or plot. You have disposable characters...Fred I, Fred II, Fred III. And it has the heavy rule focus...page 11 says x we must all do X.</p><p></p><p>Traditional is pushing the mechanics to the back ground and putting role playing in the foreground. Lots of story and plot. Players care about characters. Rules are suggestions.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9382507, member: 6684958"] Guess I'm not following you now. So when a New School player fails a roll, do they learn something and roll "better" next time? This does vary from DM to DM. A good number of Old School DMs do require players to describe actions. And just as many will give bonuses to the player for doing so. So a fighter can describe a sword thrust and get a plus to hit. The same is true with spellcasters. All the other actions are covered under Adventuring and are classless. Any character can try to do anything. Most DM's are fine with a vague "you collect some wood for a fire".....but a LOT of Old School DMs will have the player describe the wood the player collects(as different woods burn diffidently, give off different smoke). The super details are part of the Hard Fun. Very True. Another difference in Old School is that you need to play a character that matches your player abilities. Though also most Old School games have 'everyman' characters. The PCs are not in any way special, they are "just another wizard" in the world. And for an every person wizard you can say no problem that "they can do magic, but they just are not good at cyphers". And most often Old School characters are not a "genius" or "hyper intelligent". The basic game play in both types of games would be about the same in many games. Though it would come down to a lot of details. It is harder to do everything in an Old School game. And players must use their own real life skills and intelligence. So for example in New School a hyper intelligent character can just roll and 'make' a battle plan. In the Old School game the player must make the battle plan, for real. Well, it is an easier game. Checkers is easier then Chess, but that does not make it "better"...it is just different. I'm not sure how or why your jumping to that conclusion. Just compare: The Old School game is Unfair, Hard Fun, Deadly to Characters, Unforgiving, Merciless, and Harsh. A player in such a game has to be very much smart and careful. They need to "bring their A game" and "be on the ball" and very much be focused and "in the zone". Even just one mistake and you can ruin or end a plot or story.....and even just one mistake and your character is gone forever. It is intense Hard Fun. The New School game is Fair, Soft Fun, Friendly, Accepting, Forgiving, Merciful and Delicate. A player in such a game needs to be smart and articulate. The game play is relaxed, even casual. A fun informal social gathering. The player need not worry about the game suddenly taking a wrong turn or ending too much, as that is made to not happen. It is more relaxing Soft Fun. It is comparing mountain climbing to relaxing in a pool. It is going out to nightclubs to staying home and curling up with a good book. It's skydiving to fishing. And none of the above, including the two games, is "better". It is much, much, much harder to climb a mountain then it is to float in a pool(note as I type this I AM floating in a pool as it is 91 degrees in the shade here). I can agree that each Old School game is very unique, and for a player to jump games can be a huge shock. New School games are much more uniform and players can jump around and not notice much. Well, you need to remember Classic Play and Traditional Play are separate. in Old School. Like how Story games and Neo-Trad are separate in New School. Classic is the nearly pure mechanical near war game like play. Very little story or plot. You have disposable characters...Fred I, Fred II, Fred III. And it has the heavy rule focus...page 11 says x we must all do X. Traditional is pushing the mechanics to the back ground and putting role playing in the foreground. Lots of story and plot. Players care about characters. Rules are suggestions. [/QUOTE]
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