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Defining "New School" Play (+)
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<blockquote data-quote="CandyLaser" data-source="post: 9383185" data-attributes="member: 7029413"><p>I don't think it's productive for me to engage with most of the claims in [USER=6684958]@bloodtide[/USER] 's post, but I did want to remark on one point:</p><p></p><p>This is not an accurate characterization of the new school approach. And as others have pointed out, the way the contrast is posed here is obviously intended to imply that the new school doesn't allow for deep immersion. This is a false discrepancy. Being immersed in "fictional criminal lore" requires being exposed to that fiction. That exposure can come in many forms - it can all be put up front, with setting information that players are mandated to read. It can be delivered piecemeal as it comes up in the game. It can be provided as a response to a successful Streetwise check. In order for the <em>player </em>to be immersed, it has to be given to them somehow, and loads of them are compatible with new school gaming. Really, all of them; I often give my players a page or two of pre-reading even before session 0 if we're playing in a published setting or if there are some setting elements that I definitely want to include. I will provide deeper dives to people who want it, but I definitely <em>don't</em> give my players a 50-page binder of setting notes or expect them to read the entire campaign setting book if we're playing in a published setting. This is because 1) we're all adults with limited amounts of time on our hands, and we don't want to spend it doing homework for our hobby and 2) those of us who DO enjoy getting really deep in setting lore are free to do it, while those who don't aren't penalized for enjoying different aspects of the game.</p><p></p><p>Of course, all of that is only true if we're playing something like D&D, with its fairly robust built-in setting expectations, or Eclipse Phase, where the setting itself is a big part of the rulebook. When we homebrew, my group finds it's better to build to fit, with shared authorship, rather than relegating it all to me, the GM. I happen to like worldbuilding, so I typically do take on more of the effort than others, but that's by choice (and often done on the fly as improvisation).</p></blockquote><p></p>
[QUOTE="CandyLaser, post: 9383185, member: 7029413"] I don't think it's productive for me to engage with most of the claims in [USER=6684958]@bloodtide[/USER] 's post, but I did want to remark on one point: This is not an accurate characterization of the new school approach. And as others have pointed out, the way the contrast is posed here is obviously intended to imply that the new school doesn't allow for deep immersion. This is a false discrepancy. Being immersed in "fictional criminal lore" requires being exposed to that fiction. That exposure can come in many forms - it can all be put up front, with setting information that players are mandated to read. It can be delivered piecemeal as it comes up in the game. It can be provided as a response to a successful Streetwise check. In order for the [I]player [/I]to be immersed, it has to be given to them somehow, and loads of them are compatible with new school gaming. Really, all of them; I often give my players a page or two of pre-reading even before session 0 if we're playing in a published setting or if there are some setting elements that I definitely want to include. I will provide deeper dives to people who want it, but I definitely [I]don't[/I] give my players a 50-page binder of setting notes or expect them to read the entire campaign setting book if we're playing in a published setting. This is because 1) we're all adults with limited amounts of time on our hands, and we don't want to spend it doing homework for our hobby and 2) those of us who DO enjoy getting really deep in setting lore are free to do it, while those who don't aren't penalized for enjoying different aspects of the game. Of course, all of that is only true if we're playing something like D&D, with its fairly robust built-in setting expectations, or Eclipse Phase, where the setting itself is a big part of the rulebook. When we homebrew, my group finds it's better to build to fit, with shared authorship, rather than relegating it all to me, the GM. I happen to like worldbuilding, so I typically do take on more of the effort than others, but that's by choice (and often done on the fly as improvisation). [/QUOTE]
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