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Defining "New School" Play (+)
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<blockquote data-quote="bloodtide" data-source="post: 9386324" data-attributes="member: 6684958"><p>Agreed.</p><p></p><p>I would also add it is typical of Old School DMs to greatly detail areas. This can vary a lot by DMs, but most go into lots of detail. An Old School character interacts with their enthronement a lot through detailed role playing, so the player needs to know all the details. Also many Old School games make full use of the environment and everything in it. As everything can be used by the characters. Old School greatly favors the characters picking up and using whatever they might find. "MacGuyvering" things is common in Old School. In Old School games it is common for times and equipment to be lost or destroyed, so characters often need to replace such things.</p><p></p><p>Also many Old School games use miniatures, so detail is needed to use them. </p><p></p><p>New School just covers the broad strokes. With a focus on anything important. Here characters interact with the environment in the abstract, by things such as skill checks. And few NS games use miniatures.</p><p></p><p></p><p>All Agreed.</p><p></p><p>It is worth it in the Old School mind set. Like above, it is a more complex game if a character has to account for an ongoing effect. I would also add that effects are not always a pure negative. A character might be covered in magic ever burning fire and get some good effects...but also be unable to wear/hold things as they will burn or melt.</p><p></p><p>As noted, this type of fun is fun for Old School players. It is rare for Old School to even have the idea of consent. During game play the DM is free to have whatever they want to have happen. Even to PCs. An Old School player accepts this, even if they don't like it. Playing through hardships and adversity is fun to an Old School Gamer.</p><p></p><p>I'm not sure this is clearer or even part of one school. I think many players will say they don't want to loose their characters cool or favorite items. </p><p></p><p>This just highlights the differences, as plenty of Old School players would be fine playing Bark Bark the Dog Barbarian. </p><p></p><p>The games are very different. Many Old School gamers would never ask a player for consent or take there wish into account at all.....but it's not completely unknown to happen. </p><p></p><p>And add</p><p></p><p><strong>Every-person Heroes vs Chosen One Super Heroes</strong></p><p></p><p>A New School character example is Luke (or Rae) Skywalker, Neo or Harry Potter.</p><p>An Old School character example is Conan, Dirty Harry or John McClaine</p><p></p><p><strong>Long Duration vs Short Duration</strong></p><p>A New School game often has a set time limit, often a story goal, that once met ends the game. NS is often more focused and limited, so a campaign will be a set type of game...like an underwater setting, so all the players will make underwater characters. </p><p></p><p>Old School is often more Forever Campaigns. Players make whatever characters they wish, and then adventure endlessly. Very often for real world years, or more.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9386324, member: 6684958"] Agreed. I would also add it is typical of Old School DMs to greatly detail areas. This can vary a lot by DMs, but most go into lots of detail. An Old School character interacts with their enthronement a lot through detailed role playing, so the player needs to know all the details. Also many Old School games make full use of the environment and everything in it. As everything can be used by the characters. Old School greatly favors the characters picking up and using whatever they might find. "MacGuyvering" things is common in Old School. In Old School games it is common for times and equipment to be lost or destroyed, so characters often need to replace such things. Also many Old School games use miniatures, so detail is needed to use them. New School just covers the broad strokes. With a focus on anything important. Here characters interact with the environment in the abstract, by things such as skill checks. And few NS games use miniatures. [B][U][/U][/B] All Agreed. It is worth it in the Old School mind set. Like above, it is a more complex game if a character has to account for an ongoing effect. I would also add that effects are not always a pure negative. A character might be covered in magic ever burning fire and get some good effects...but also be unable to wear/hold things as they will burn or melt. As noted, this type of fun is fun for Old School players. It is rare for Old School to even have the idea of consent. During game play the DM is free to have whatever they want to have happen. Even to PCs. An Old School player accepts this, even if they don't like it. Playing through hardships and adversity is fun to an Old School Gamer. I'm not sure this is clearer or even part of one school. I think many players will say they don't want to loose their characters cool or favorite items. This just highlights the differences, as plenty of Old School players would be fine playing Bark Bark the Dog Barbarian. The games are very different. Many Old School gamers would never ask a player for consent or take there wish into account at all.....but it's not completely unknown to happen. And add [B]Every-person Heroes vs Chosen One Super Heroes[/B] A New School character example is Luke (or Rae) Skywalker, Neo or Harry Potter. An Old School character example is Conan, Dirty Harry or John McClaine [B]Long Duration vs Short Duration[/B] A New School game often has a set time limit, often a story goal, that once met ends the game. NS is often more focused and limited, so a campaign will be a set type of game...like an underwater setting, so all the players will make underwater characters. Old School is often more Forever Campaigns. Players make whatever characters they wish, and then adventure endlessly. Very often for real world years, or more. [/QUOTE]
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