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Defining "New School" Play (+)
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<blockquote data-quote="bloodtide" data-source="post: 9385302" data-attributes="member: 6684958"><p>This is where the context of the whole game play matters.</p><p></p><p>New School: Any combat only takes a couple rounds and there are only a set low number of encounters per day. Plus you have encounter abilities. And short rests to reset abilities. And the base characters are made to be flashy super heroic and more powerful then foes. And everything else under Balance and Fairness.</p><p></p><p>Old School: Hhahahaha. We will start with Unbalanced and Unfair. Combat often takes a lot of rounds, and there is no real encounter limits per day. No encounter abilities. No short rests. No resets. The base characters are made to be gritty heroes.</p><p></p><p>Also, the recover 50% of shot arrows is common to both....except:</p><p></p><p>OS takes into account details, common sense and the simulated reality. So if you shoot 10 arrows off a ship at a sea monster...those arrows are gone forever. The idea that the archer will swim around in the ocean and find the still good arrows is beyond dumb.</p><p></p><p>NS in the same encounter...well the archer just Alters Reality and gets five arrows back because page 11 of the rules says so.</p><p></p><p></p><p>Well, first drop the idea that every single action is life and death. Even in OS like 75% of actions are not. It is a possibility, not an always.</p><p></p><p>So ok, lets take an action. </p><p></p><p>OS: The player just describe what and how they try and do it and does not worry about the rules. The DM decides if and when rolls are needed, if the rules are followed, if the DM has some homebeew rules or anything else on a whim. As you might say: the player can not make an informed decision based on the mechanical game rules....they just simulate a role play.</p><p></p><p>NS: Everyone has The Rules out and are on that page...often literally. The player does the exact mechanical effect in the rules to get whatever mechanical effect in the rules they want per the rules. The DM nods along and follows the rules, doing whatever the rules say the DM can do.</p><p></p><p></p><p>Except your jumping to the gamist mechanical rule decision only. The player can't make a decision unless they know the rules.</p><p></p><p>It's not. You'd think that if a player did want to be a druid...they would have some interest in nature. Seems odd that a player would be just a blank slate and then randomly see the word 'druid' and say they love druids characters.</p><p></p><p>Unless your a gamist that is just playing a druid character for their pure mechanical game rule abilities. But then Role Playing Acting should not matter to such a player.</p><p></p><p></p><p></p><p>Sure, anyone can say random lines. But maybe you missed the point that the lines were not random? This is an example of a player knowing about the setting, lore and real life related things and then using all that to say some lines. </p><p></p><p>Right, Old School is harder. In Old School it is expected that players remember a lot of details and information. And also take notes. And then the Old School player must be able to use all that knowledge in game play. It's hard....</p><p></p><p>While the New School player...well, they just relax. Should they want to know something they just tell the DM to tell them or make a check to have the DM tell them or just make a check to have their character do it. Easy street....</p><p></p><p>This is one of the big differences. Whatever you define as that "help" are things an Old School DM would almost never even consider, much less do. </p><p></p><p>I would point out, again, that easy does not equal bad. Hard does not equal good. They are just different. Chess is a Hard Game and Checkers is an Easy Game. </p><p></p><p>So, yes, like above it is:</p><p></p><p>Harder Old School for the player to look up, read and remember information outside the game. Remember that information. Take notes. Have the skill to recall all that information and beable to use it in a constructive way during game play.</p><p></p><p>Easier New School the player they just tell the DM to tell them or make a check to have the DM tell them or just make a check to have their character do it. </p><p></p><p>It is hard to read a 300 page book on dark ages weapons; it's easy to just ask a DM "what does a mace look like?"</p><p></p><p>I guess this is apples and oranges. Note Candy Crush level 500 is brutal....</p><p></p><p>I'd point out again this is Old School Style seeping into your game. See how it took you three paragraphs to describe it in detail?</p><p></p><p>The NS would be the "roll a check to solve the puzzle".</p><p></p><p></p><p>Old School is much more about any witch way you can. </p><p></p><p>It's good to find players that will fit into your game. I know two NS DM that don't use hit points at all...I would never game with them.</p><p></p><p></p><p>Well, again, it can be any player. There are plenty of Old School players that just show up for a game and are clueless. There are players that show up with no character sheet, no dice and don't know the rules and are like "lets game!"</p><p></p><p></p><p>Old School is harsh. It's a lot more PC vs nature and PCs vs supernatural.</p><p></p><p>Remembering things is Hard, as I said. </p><p></p><p>Again...there is no force. Playing Old School is a style. You don't have to play that way. The same way I would not have fun in a NS game.</p><p></p><p>I'm not assigning good or bad...you are.....I'm saying they are different. </p><p></p><p>You can do the same things....but be very different. Player one has two pages of notes and player two has one hundred. See the Difference?</p><p></p><p>Reading 12 books is a real effort...compare to say not reading anything at all. </p><p></p><p>Just to point out that it is a BIG thing. Remember when you said it was not and "other" things were worse. And then you oddly said you don't often do character death? Well, I'd point out that if it is not a big deal, why not have it happen often. But then you replied it is a big deal. So it kinda went around and around.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9385302, member: 6684958"] This is where the context of the whole game play matters. New School: Any combat only takes a couple rounds and there are only a set low number of encounters per day. Plus you have encounter abilities. And short rests to reset abilities. And the base characters are made to be flashy super heroic and more powerful then foes. And everything else under Balance and Fairness. Old School: Hhahahaha. We will start with Unbalanced and Unfair. Combat often takes a lot of rounds, and there is no real encounter limits per day. No encounter abilities. No short rests. No resets. The base characters are made to be gritty heroes. Also, the recover 50% of shot arrows is common to both....except: OS takes into account details, common sense and the simulated reality. So if you shoot 10 arrows off a ship at a sea monster...those arrows are gone forever. The idea that the archer will swim around in the ocean and find the still good arrows is beyond dumb. NS in the same encounter...well the archer just Alters Reality and gets five arrows back because page 11 of the rules says so. Well, first drop the idea that every single action is life and death. Even in OS like 75% of actions are not. It is a possibility, not an always. So ok, lets take an action. OS: The player just describe what and how they try and do it and does not worry about the rules. The DM decides if and when rolls are needed, if the rules are followed, if the DM has some homebeew rules or anything else on a whim. As you might say: the player can not make an informed decision based on the mechanical game rules....they just simulate a role play. NS: Everyone has The Rules out and are on that page...often literally. The player does the exact mechanical effect in the rules to get whatever mechanical effect in the rules they want per the rules. The DM nods along and follows the rules, doing whatever the rules say the DM can do. Except your jumping to the gamist mechanical rule decision only. The player can't make a decision unless they know the rules. It's not. You'd think that if a player did want to be a druid...they would have some interest in nature. Seems odd that a player would be just a blank slate and then randomly see the word 'druid' and say they love druids characters. Unless your a gamist that is just playing a druid character for their pure mechanical game rule abilities. But then Role Playing Acting should not matter to such a player. Sure, anyone can say random lines. But maybe you missed the point that the lines were not random? This is an example of a player knowing about the setting, lore and real life related things and then using all that to say some lines. Right, Old School is harder. In Old School it is expected that players remember a lot of details and information. And also take notes. And then the Old School player must be able to use all that knowledge in game play. It's hard.... While the New School player...well, they just relax. Should they want to know something they just tell the DM to tell them or make a check to have the DM tell them or just make a check to have their character do it. Easy street.... This is one of the big differences. Whatever you define as that "help" are things an Old School DM would almost never even consider, much less do. I would point out, again, that easy does not equal bad. Hard does not equal good. They are just different. Chess is a Hard Game and Checkers is an Easy Game. So, yes, like above it is: Harder Old School for the player to look up, read and remember information outside the game. Remember that information. Take notes. Have the skill to recall all that information and beable to use it in a constructive way during game play. Easier New School the player they just tell the DM to tell them or make a check to have the DM tell them or just make a check to have their character do it. It is hard to read a 300 page book on dark ages weapons; it's easy to just ask a DM "what does a mace look like?" I guess this is apples and oranges. Note Candy Crush level 500 is brutal.... I'd point out again this is Old School Style seeping into your game. See how it took you three paragraphs to describe it in detail? The NS would be the "roll a check to solve the puzzle". Old School is much more about any witch way you can. It's good to find players that will fit into your game. I know two NS DM that don't use hit points at all...I would never game with them. Well, again, it can be any player. There are plenty of Old School players that just show up for a game and are clueless. There are players that show up with no character sheet, no dice and don't know the rules and are like "lets game!" Old School is harsh. It's a lot more PC vs nature and PCs vs supernatural. Remembering things is Hard, as I said. Again...there is no force. Playing Old School is a style. You don't have to play that way. The same way I would not have fun in a NS game. I'm not assigning good or bad...you are.....I'm saying they are different. You can do the same things....but be very different. Player one has two pages of notes and player two has one hundred. See the Difference? Reading 12 books is a real effort...compare to say not reading anything at all. Just to point out that it is a BIG thing. Remember when you said it was not and "other" things were worse. And then you oddly said you don't often do character death? Well, I'd point out that if it is not a big deal, why not have it happen often. But then you replied it is a big deal. So it kinda went around and around. [/QUOTE]
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