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Defining "old school" by vote
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<blockquote data-quote="Henry" data-source="post: 4886844" data-attributes="member: 158"><p>For me, the common themes were:</p><p></p><p>PCs used as playing pieces</p><p>DM as referee </p><p>Dungeons with no “ecological” sense, just full of monsters to slay </p><p>Vast treasure hoards and plenty of magic items</p><p>Vast campaign worlds for the PCs to live and grow in</p><p>Years on a calendar (dates when material was published)</p><p>Generally good</p><p></p><p>Back in our days of AD&D, it wasn't "Bob's Campaign", it was "Bob's Dungeon", which was used in the same sense you'd use "Campaign" today. In fact, I coined the use of "Campaign" in our group, I think. We don't remember the time "John's character Eldazar talked the king into lending us the forces needed to go to war against the evil one," we remembered the time "John's Cavalier jumped off a cliff, made his dex check to grab the Balor, and stabbed him to death with a +3 dagger and rode the body down to the ground."</p><p></p><p>My highest level character, a 9th level Druid named "Linnaeus" after the Botanist, had the most magic items of any character I ever had, sporting among other things, a +5 Scimitar of Speed, +5 leather armor, and a girdle of hill giant strength! He was also quite a monetarily wealthy man, as well -- druidic lack of materialism be damned. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>adventures were deathtraps with enormous rewards attached, and once you made it out with enough gold to finance the U.S. Debt, hey, it was time to make up a new character. Roll 4d6 six times, drop lowest, and get going!</p><p></p><p>That's what old school was to me, and God, was it just as fun as any immersive pauper-crawl with involved back-story I've ever been in to date. Both have their appeal, depending on whether the DM was paying attention to his players.</p></blockquote><p></p>
[QUOTE="Henry, post: 4886844, member: 158"] For me, the common themes were: PCs used as playing pieces DM as referee Dungeons with no “ecological” sense, just full of monsters to slay Vast treasure hoards and plenty of magic items Vast campaign worlds for the PCs to live and grow in Years on a calendar (dates when material was published) Generally good Back in our days of AD&D, it wasn't "Bob's Campaign", it was "Bob's Dungeon", which was used in the same sense you'd use "Campaign" today. In fact, I coined the use of "Campaign" in our group, I think. We don't remember the time "John's character Eldazar talked the king into lending us the forces needed to go to war against the evil one," we remembered the time "John's Cavalier jumped off a cliff, made his dex check to grab the Balor, and stabbed him to death with a +3 dagger and rode the body down to the ground." My highest level character, a 9th level Druid named "Linnaeus" after the Botanist, had the most magic items of any character I ever had, sporting among other things, a +5 Scimitar of Speed, +5 leather armor, and a girdle of hill giant strength! He was also quite a monetarily wealthy man, as well -- druidic lack of materialism be damned. :) adventures were deathtraps with enormous rewards attached, and once you made it out with enough gold to finance the U.S. Debt, hey, it was time to make up a new character. Roll 4d6 six times, drop lowest, and get going! That's what old school was to me, and God, was it just as fun as any immersive pauper-crawl with involved back-story I've ever been in to date. Both have their appeal, depending on whether the DM was paying attention to his players. [/QUOTE]
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