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Defining "New School" Play (+)
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<blockquote data-quote="bloodtide" data-source="post: 9385921" data-attributes="member: 6684958"><p>No...</p><p></p><p>Ok...that is a big part of Old School Style. People that play that way want quick, easy, simple combat. And more then that for all gameplay. It is a feature. </p><p></p><p>Well, I'm talking about the styles in general. A New School DM will add such things to any game they play to make it NS. Though too, many NS DM will just pick a game with NS style rules too.</p><p></p><p>Yes, but even in average play "somewhere".....would you say the archer can "just somehow" get back 50% of their arrows? </p><p></p><p>Guess it depends what game your talking about?</p><p></p><p>Opening rulebooks and reading rules is common enough. Maybe your group never does it?</p><p></p><p>This is only true for the mechanical game play. In the deep role play simulation you can just try anything possible. This is a big difference.</p><p></p><p>What?</p><p></p><p>Well, in my game your free to play whatever you want from the rules. I have a ton of Old School houserules that you won't like though...</p><p></p><p>And if a player chooses not to role play, that is fine. They can just sit back while everyone else role plays.</p><p></p><p></p><p>You can think a character is cool and play it mechanically by the rules. You can even do the easy lite role playing by the mechanical rules.</p><p></p><p>But to "really" deep role play...acting..as if you are the character...that takes willpower, drive, effort, skill and many other things beyond the mechanical rules.</p><p></p><p>This sounds....oh, what is the word you keep using....</p><p></p><p>Ok, so the above is the New School way for you to play a character: you ask the DM for knowledge during game play. It is what you typed.</p><p></p><p>Ok....so a lot of Old School games don't do the "just ask the DM to know anything you think your character would/should know". So assuming the player was open to it, the DM would have given the player a book/handout/web page about orcs before the game. Then it would be up to the player to read, remember and use it in the game. </p><p></p><p></p><p>To put this another way: An Old School DM is not a fan of the characters/players.</p><p></p><p>Reading a book and using that knowledge in a D&D game is much harder then just asking a DM "tell me stuff". </p><p></p><p>Your still too fixated on puzzles . And your not really saying that any random thing you do is 100% pure New School? You don't acknowledge any crossovers at all?</p><p></p><p>Yes, any way the DM pleases. Most often brilliant design that leads to excellent results. </p><p></p><p>Differences.</p><p></p><p>I guess this is hard to grasp as you have never done it in a game. You don't really grasp the survival aspect of game play. In many places water is not everywhere, and characters can only carry so much. Characters can't just 'find water". </p><p></p><p></p><p>So it's pointless, busywork and boring.....but not hard. Ok, I will say it is so for you and your players. I will also say it is hard for many other people.</p><p></p><p>Again, you are adding the superior parts.</p><p></p><p>For yet another example:</p><p></p><p>Group 1 are intelligent people that like math and play heavy math related games</p><p>Group 2 are intelligent people that think math is pointless, busywork and boring. So they by choice play games with simple easy math, or no math.</p><p></p><p>Neither group is unintelligent, just different.</p><p></p><p></p><p>Sorry as soon as you say you don't do it...that proves it is the big deal. You can't say it's not a big deal and say you don't do it as it is a big deal. That disruption part is the big deal.</p><p></p><p>And note, as per NS, you don't want to effect the story/plot/narrative in ways you see as "too" negative.</p><p></p><p>Well doing PC death in a game is easy, though it can be hard for many people to do on a personal social level. </p><p></p><p></p><p>The joy from your NS type game, yes.</p><p></p><p></p><p>No, I see the reading of three books are harder. But the bigger point is following a DMs houserule whatever it is.</p><p></p><p>Well, again, you can take notes. </p><p></p><p>I guess as part of the bigger picture is most Old School games have no problem kicking a player out. It falls under harsh.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9385921, member: 6684958"] No... Ok...that is a big part of Old School Style. People that play that way want quick, easy, simple combat. And more then that for all gameplay. It is a feature. Well, I'm talking about the styles in general. A New School DM will add such things to any game they play to make it NS. Though too, many NS DM will just pick a game with NS style rules too. Yes, but even in average play "somewhere".....would you say the archer can "just somehow" get back 50% of their arrows? Guess it depends what game your talking about? Opening rulebooks and reading rules is common enough. Maybe your group never does it? This is only true for the mechanical game play. In the deep role play simulation you can just try anything possible. This is a big difference. What? Well, in my game your free to play whatever you want from the rules. I have a ton of Old School houserules that you won't like though... And if a player chooses not to role play, that is fine. They can just sit back while everyone else role plays. You can think a character is cool and play it mechanically by the rules. You can even do the easy lite role playing by the mechanical rules. But to "really" deep role play...acting..as if you are the character...that takes willpower, drive, effort, skill and many other things beyond the mechanical rules. This sounds....oh, what is the word you keep using.... Ok, so the above is the New School way for you to play a character: you ask the DM for knowledge during game play. It is what you typed. Ok....so a lot of Old School games don't do the "just ask the DM to know anything you think your character would/should know". So assuming the player was open to it, the DM would have given the player a book/handout/web page about orcs before the game. Then it would be up to the player to read, remember and use it in the game. To put this another way: An Old School DM is not a fan of the characters/players. Reading a book and using that knowledge in a D&D game is much harder then just asking a DM "tell me stuff". Your still too fixated on puzzles . And your not really saying that any random thing you do is 100% pure New School? You don't acknowledge any crossovers at all? Yes, any way the DM pleases. Most often brilliant design that leads to excellent results. Differences. I guess this is hard to grasp as you have never done it in a game. You don't really grasp the survival aspect of game play. In many places water is not everywhere, and characters can only carry so much. Characters can't just 'find water". So it's pointless, busywork and boring.....but not hard. Ok, I will say it is so for you and your players. I will also say it is hard for many other people. Again, you are adding the superior parts. For yet another example: Group 1 are intelligent people that like math and play heavy math related games Group 2 are intelligent people that think math is pointless, busywork and boring. So they by choice play games with simple easy math, or no math. Neither group is unintelligent, just different. Sorry as soon as you say you don't do it...that proves it is the big deal. You can't say it's not a big deal and say you don't do it as it is a big deal. That disruption part is the big deal. And note, as per NS, you don't want to effect the story/plot/narrative in ways you see as "too" negative. Well doing PC death in a game is easy, though it can be hard for many people to do on a personal social level. The joy from your NS type game, yes. No, I see the reading of three books are harder. But the bigger point is following a DMs houserule whatever it is. Well, again, you can take notes. I guess as part of the bigger picture is most Old School games have no problem kicking a player out. It falls under harsh. [/QUOTE]
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