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Defining "New School" Play (+)
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<blockquote data-quote="Clint_L" data-source="post: 9383858" data-attributes="member: 7035894"><p>I have never seen that in my life. Maybe I am sheltered, but this seems like a caricature of "new school play," rather than something that is actually happening.</p><p></p><p>What I <em>do</em> see is some DMs offering hints based on an appropriate ability or skill check, but that has <em>always</em> happened in some form or another. As a forever DM, nothing sucks worse than when the party is stymied because you realize that you made a trap or puzzle too hard, and now all the rest of your work is going to go to waste because they give up.</p><p></p><p>But in general, TTRPG players love collaborating to figure out puzzles. That has never changed. A good puzzle is always appreciated by my players. Our last game of my D&D Club campaign for the term started with a word puzzle trap the players had to solve, and they were all over it.</p><p></p><p>See above.</p><p></p><p>This just sounds like a player learning the ropes, or maybe a player with ADD (I have a fair few of those). D&D has a lot of stuff to track, and while I can sometimes feel a bit frustrated at reminding players, it's always been part of the process.</p><p></p><p>Most DMs are people for whom D&D immediately "clicked," because of the way our brains work. Probably we got it very quickly, and we were likely immediately smitten by the game and wanted to know everything about it. Most humans aren't like that. In my home game, everyone is experienced but no one comes close to my knowledge of the game or intuitive grasp of it. My spouse is fairly hopeless about rules. But they are an amazing role-player and one of the best players I've met.</p><p></p><p>Edit: In this context I define "best" on a "fun to play with" scale.</p><p></p><p>As older players, I think we have to be careful about conflating "old school" and "new school" trends in gameplay and design with judgments about older and younger players. Typically, the latter mostly amounts to projecting our own biases and, in the case of older players, forgetting what we were actually like when we were teenagers.</p><p></p><p>Edit: One thing I have to remind myself is that <em>I am still in high school.</em> The differences between teenagers then and now probably seem less stark to me because I am constantly surrounded by them. My own biases are certainly an issue, as much as for anyone else.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9383858, member: 7035894"] I have never seen that in my life. Maybe I am sheltered, but this seems like a caricature of "new school play," rather than something that is actually happening. What I [I]do[/I] see is some DMs offering hints based on an appropriate ability or skill check, but that has [I]always[/I] happened in some form or another. As a forever DM, nothing sucks worse than when the party is stymied because you realize that you made a trap or puzzle too hard, and now all the rest of your work is going to go to waste because they give up. But in general, TTRPG players love collaborating to figure out puzzles. That has never changed. A good puzzle is always appreciated by my players. Our last game of my D&D Club campaign for the term started with a word puzzle trap the players had to solve, and they were all over it. See above. This just sounds like a player learning the ropes, or maybe a player with ADD (I have a fair few of those). D&D has a lot of stuff to track, and while I can sometimes feel a bit frustrated at reminding players, it's always been part of the process. Most DMs are people for whom D&D immediately "clicked," because of the way our brains work. Probably we got it very quickly, and we were likely immediately smitten by the game and wanted to know everything about it. Most humans aren't like that. In my home game, everyone is experienced but no one comes close to my knowledge of the game or intuitive grasp of it. My spouse is fairly hopeless about rules. But they are an amazing role-player and one of the best players I've met. Edit: In this context I define "best" on a "fun to play with" scale. As older players, I think we have to be careful about conflating "old school" and "new school" trends in gameplay and design with judgments about older and younger players. Typically, the latter mostly amounts to projecting our own biases and, in the case of older players, forgetting what we were actually like when we were teenagers. Edit: One thing I have to remind myself is that [I]I am still in high school.[/I] The differences between teenagers then and now probably seem less stark to me because I am constantly surrounded by them. My own biases are certainly an issue, as much as for anyone else. [/QUOTE]
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