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Defining "New School" Play (+)
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<blockquote data-quote="Chaosmancer" data-source="post: 9385567" data-attributes="member: 6801228"><p>So, an old school game starts combat at level 1 and never stops combats, ever, for any reason, until level 20? Look, you are just attempting to mock a style you don't even understand, and it is getting frustrating. Combat taking only a couple rounds? That isn't because of some new school style easy mode play... that's just an average from actual aggregated data. It is meant to be an easy shorthand to make discussing the actual game easier. </p><p></p><p>Also, encounter abilities? Short Rests? You mean... the rules of the game? Yeah, sure, if you want to declare that anyone who is playing 5e is playing 5e then go ahead, but now you might as well just be saying "2e plays differently than 5e" which will surprise literally no one. </p><p></p><p></p><p></p><p>You are wrong, and the point I was making was an aggregate of average play, I even added an extra arrow per combat to give wiggle room. So unless every fight you are in over four levels of play is shooting sea monsters on a boat, your point is useless and, again, wrong.</p><p></p><p></p><p></p><p>Again, you are wrong. Sometimes we reference the exact wording on a spell or ability, for example we just had to go over Sleep and Crown of Madness in todays session, because it turns out Sleep doesn't need line of sight. But skill checks? No one References the rulebook for skill checks, because there are no rules for skill checks. The fact that you seem to think we sit around with the book open, constantly just reading rules at each other just further demonstrates you have no clue what you are talking about. You have some meme-level understanding of newer editions, and have never actually played or even watched a group play the newest versions of 5e.</p><p></p><p></p><p></p><p>Your first sentence makes no sense. Your second sentence is self-evident. Yes, in a game, you cannot make an informed decision, unless you know how the game works. That is how the informed part of informed decisions works.</p><p></p><p></p><p></p><p>So now you are judging people on not only being less knowledgeable than you want, but also that they don't pursue their interests the way you want. Funny thing, I like playing Druid characters. I like the aesthetic, I like the themes... but I don't know diddly about wilderness survival and most of my animal knowledge it random trivia. So, I can't play a druid unless I like nature the way you think I should to be able to play a druid? </p><p></p><p>Again. Elitism. Either I must be so into nature I go on nature hikes and read survival guides for fun... or I only want them for their mechanics and don't like the idea of role-playing in a role-playing game. I can't just think something is cool and want to play that character.</p><p></p><p></p><p></p><p>Sure... if any of that matched the setting, lore or real life things. But it doesn't at my table. So, should I just give you a pass because it was something that made sense to you, even if it doesn't reflect elves at all at my table?</p><p></p><p></p><p></p><p>Hey guess what, as a New school player I take notes. I tend to remember things... and yet, I don't consider it "easy street" to ask a DM about something that hasn't come up yet. I'm playing a 200 year old elf in one game, homebrew world before you start on the things I "should" know. We just started heading into orc lands and I asked "what does my character know about orcs". Why? Because this is literally the first time in the entire game to date that we have headed in that direction, and no one has encountered orcs in the entire game yet. SO, instead of acting like my 200 year old character has only heard of the things he has encountered in the last three human villages and nothing else in his entire like... I asked. </p><p></p><p>It isn't about "easy street" it is about logic, and not hiding information from people to artificially make things seem difficult.</p><p></p><p></p><p></p><p>Yeah, you've made your disdain for helping players have a good time abundantly clear.</p><p></p><p></p><p></p><p>WHAT? Level 500 of Candy Crush is brutal? It is almost like I said that high levels of Candy Crush aren't easy back when you made that declaration. Shonk! I would have never considered that high levels of candy crush might be difficult, the very thing I said three posts ago. </p><p></p><p>And seriously, you keep saying everything you do is hard. Reading a 300 page book on dark age weapons... has nothing to do with playing DnD. It isn't playing DnD on hard mode, it is reading a book on medieval weaponry, and entirely different thing. Which is what you keep trying to claim is "hard" DnD. Reading entirely unrelated materials, memorizing them, then using DnD to flex your knowledge on wood types or the proper way to descale a trout.</p><p></p><p></p><p></p><p>Considering this is a New School style DM with New School style players in a New School style game... no, actually, the way I did it is the New school way of doing it. You think all of us just sit around saying "Okay, you walk through, like, a door, and there is a puzzle, roll to solve? Okay, cool, you solve the puzzle and then you go through some other passages..." NO. We don't play like that. That's what I keep trying to tell you. You have no idea what the style you are critiquing is actually like. You just have some disdain and some memes.</p><p></p><p></p><p></p><p>Any which way you can what? Just design challenges any way you please, even if it is a poor design that leads to bad results? And you still haven't addressed the actual point I made.</p><p></p><p></p><p></p><p>And I would rather game with them than with someone who distributes intelligence tests as a pre-req to join their game.</p><p></p><p></p><p></p><p>And you still are missing the point. Call it "Harsh" and "Hard" all you like, it doesn't change the fact. Track water properly, and keep water supplies up... and nothing happens. At that point the only thing you can do to make those water stores matter in the narrative, is to target and destroy them. Making tracking them initially rather pointless, because you are just going to destroy them to make it matter. </p><p></p><p>We don't avoid all of this because "its too hard", we avoid it because it is a bunch of pointless busywork that leads down rabbitholes of focusing on the most boring parts of the game. I can do basic arithemtic and track a number, but there is no reason to do so if the only thing I'm doing it for is to wait for the day you target that number, or I mess up, and then we start dying.</p><p></p><p></p><p></p><p>Right, they are different. Your way is just fun, hard, exciting, requires focus, requires skill, requires caring about the game, requires intelligence, requires dedication... and then there is the other side that other people play. You know, the soft, delicate style where nothing really matters and no one cares... but you aren't saying one is better than the other... except for all the ways you describe old school as better and superior at every single possible turn.</p><p></p><p></p><p></p><p>Yes, there are other things I can do to player characters that are worse than killing them and having the player bring in a replacement. Why don't I just kill PCs constantly then? Because it disrupts the narrative, it feels bad for everyone, it makes my job as the DM harder, I can't plan the set-pieces I want, I can't seed the storylines I want, people get confused on who knows what and which NPCs know which characters. IF the new character is too similar, I might forget the old character is dead. Entire sections of the story I was excited to see play out die on the vine.</p><p></p><p>And what do I get in return for constantly murdering PCs? Nothing. In fact I LOSE the ability to make it impactful. Oh sure, I can make some stuff up that we are playing the "hard" version of the game, and really challenging the players... except we aren't. It isn't a challenge to bring a new character sheet after your last character died. I have an entire folder of PCs for con games, I can bring 50 characters to a game at the drop of a hat. It is trivial. </p><p></p><p>IT would suck out every single bit of joy we get from this game, and replace it with endless pixeling of every room, SOPs to handle every scenario, and everyone distrusting every third word I say. All just so some people on the internet will give me fake brownie points for playing the "real" way.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9385567, member: 6801228"] So, an old school game starts combat at level 1 and never stops combats, ever, for any reason, until level 20? Look, you are just attempting to mock a style you don't even understand, and it is getting frustrating. Combat taking only a couple rounds? That isn't because of some new school style easy mode play... that's just an average from actual aggregated data. It is meant to be an easy shorthand to make discussing the actual game easier. Also, encounter abilities? Short Rests? You mean... the rules of the game? Yeah, sure, if you want to declare that anyone who is playing 5e is playing 5e then go ahead, but now you might as well just be saying "2e plays differently than 5e" which will surprise literally no one. You are wrong, and the point I was making was an aggregate of average play, I even added an extra arrow per combat to give wiggle room. So unless every fight you are in over four levels of play is shooting sea monsters on a boat, your point is useless and, again, wrong. Again, you are wrong. Sometimes we reference the exact wording on a spell or ability, for example we just had to go over Sleep and Crown of Madness in todays session, because it turns out Sleep doesn't need line of sight. But skill checks? No one References the rulebook for skill checks, because there are no rules for skill checks. The fact that you seem to think we sit around with the book open, constantly just reading rules at each other just further demonstrates you have no clue what you are talking about. You have some meme-level understanding of newer editions, and have never actually played or even watched a group play the newest versions of 5e. Your first sentence makes no sense. Your second sentence is self-evident. Yes, in a game, you cannot make an informed decision, unless you know how the game works. That is how the informed part of informed decisions works. So now you are judging people on not only being less knowledgeable than you want, but also that they don't pursue their interests the way you want. Funny thing, I like playing Druid characters. I like the aesthetic, I like the themes... but I don't know diddly about wilderness survival and most of my animal knowledge it random trivia. So, I can't play a druid unless I like nature the way you think I should to be able to play a druid? Again. Elitism. Either I must be so into nature I go on nature hikes and read survival guides for fun... or I only want them for their mechanics and don't like the idea of role-playing in a role-playing game. I can't just think something is cool and want to play that character. Sure... if any of that matched the setting, lore or real life things. But it doesn't at my table. So, should I just give you a pass because it was something that made sense to you, even if it doesn't reflect elves at all at my table? Hey guess what, as a New school player I take notes. I tend to remember things... and yet, I don't consider it "easy street" to ask a DM about something that hasn't come up yet. I'm playing a 200 year old elf in one game, homebrew world before you start on the things I "should" know. We just started heading into orc lands and I asked "what does my character know about orcs". Why? Because this is literally the first time in the entire game to date that we have headed in that direction, and no one has encountered orcs in the entire game yet. SO, instead of acting like my 200 year old character has only heard of the things he has encountered in the last three human villages and nothing else in his entire like... I asked. It isn't about "easy street" it is about logic, and not hiding information from people to artificially make things seem difficult. Yeah, you've made your disdain for helping players have a good time abundantly clear. WHAT? Level 500 of Candy Crush is brutal? It is almost like I said that high levels of Candy Crush aren't easy back when you made that declaration. Shonk! I would have never considered that high levels of candy crush might be difficult, the very thing I said three posts ago. And seriously, you keep saying everything you do is hard. Reading a 300 page book on dark age weapons... has nothing to do with playing DnD. It isn't playing DnD on hard mode, it is reading a book on medieval weaponry, and entirely different thing. Which is what you keep trying to claim is "hard" DnD. Reading entirely unrelated materials, memorizing them, then using DnD to flex your knowledge on wood types or the proper way to descale a trout. Considering this is a New School style DM with New School style players in a New School style game... no, actually, the way I did it is the New school way of doing it. You think all of us just sit around saying "Okay, you walk through, like, a door, and there is a puzzle, roll to solve? Okay, cool, you solve the puzzle and then you go through some other passages..." NO. We don't play like that. That's what I keep trying to tell you. You have no idea what the style you are critiquing is actually like. You just have some disdain and some memes. Any which way you can what? Just design challenges any way you please, even if it is a poor design that leads to bad results? And you still haven't addressed the actual point I made. And I would rather game with them than with someone who distributes intelligence tests as a pre-req to join their game. And you still are missing the point. Call it "Harsh" and "Hard" all you like, it doesn't change the fact. Track water properly, and keep water supplies up... and nothing happens. At that point the only thing you can do to make those water stores matter in the narrative, is to target and destroy them. Making tracking them initially rather pointless, because you are just going to destroy them to make it matter. We don't avoid all of this because "its too hard", we avoid it because it is a bunch of pointless busywork that leads down rabbitholes of focusing on the most boring parts of the game. I can do basic arithemtic and track a number, but there is no reason to do so if the only thing I'm doing it for is to wait for the day you target that number, or I mess up, and then we start dying. Right, they are different. Your way is just fun, hard, exciting, requires focus, requires skill, requires caring about the game, requires intelligence, requires dedication... and then there is the other side that other people play. You know, the soft, delicate style where nothing really matters and no one cares... but you aren't saying one is better than the other... except for all the ways you describe old school as better and superior at every single possible turn. Yes, there are other things I can do to player characters that are worse than killing them and having the player bring in a replacement. Why don't I just kill PCs constantly then? Because it disrupts the narrative, it feels bad for everyone, it makes my job as the DM harder, I can't plan the set-pieces I want, I can't seed the storylines I want, people get confused on who knows what and which NPCs know which characters. IF the new character is too similar, I might forget the old character is dead. Entire sections of the story I was excited to see play out die on the vine. And what do I get in return for constantly murdering PCs? Nothing. In fact I LOSE the ability to make it impactful. Oh sure, I can make some stuff up that we are playing the "hard" version of the game, and really challenging the players... except we aren't. It isn't a challenge to bring a new character sheet after your last character died. I have an entire folder of PCs for con games, I can bring 50 characters to a game at the drop of a hat. It is trivial. IT would suck out every single bit of joy we get from this game, and replace it with endless pixeling of every room, SOPs to handle every scenario, and everyone distrusting every third word I say. All just so some people on the internet will give me fake brownie points for playing the "real" way. [/QUOTE]
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