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Defining "old school" by vote
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<blockquote data-quote="Bullgrit" data-source="post: 4887577" data-attributes="member: 31216"><p>With 97 voters at this time, the only items to get better than 50% are:</p><p>- Dungeons with no “ecological” sense, just full of monsters to slay</p><p>- Continuous dungeons for the PCs to crawl and hack through</p><p></p><p>68% and 56% really isn’t enough to call a consensus.</p><p></p><p>Interesting to note: Out of 97 voters, 33 said “old school” is generally good, and 15 said “old school” is generally bad. That leaves 49 who didn’t vote either way – 51%.</p><p></p><p>I made the poll list from items that seem to get thrown out often as what some people think of “old school”. When I set about making my own votes on the poll, I realized that I can’t really choose many of these myself. This made me think longer and harder about what I think of when I think “old school”.</p><p></p><p>After a lot of thinking, I came to the conclusion that, to me, “old school” is AD&D1 or BD&D from 1977 to 1985. “Old school” describes not a style of play, but an era of published material.</p><p></p><p>“Old school” started with the AD&D <em>Player’s Handbook</em> and the Holmes BD&D box set and ended with the <em>Temple of Elemental Evil</em>. </p><p></p><p>The materials published in the “old school” era are as varied in style, conceit, quality, and culture as much material is today. Death dungeon crawls like <em>Tomb of Horrors</em> are “old school”, but so are murder mystery investigations like <em>The Assassin’s Knot</em>. The simplicity of the Moldvay BD&D rule book is “old school”, and so is the complexity of the Gygax <em>Dungeon Master’s Guide</em>.</p><p></p><p>The old school era had good and bad material. Wonderfully good, and abysmally bad. Sometimes these two extremes could be found in the same book. The material was played with by good players and bad players. Intelligent friends and idiotic jerks. Sometimes these two extremes could be found in the same person.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 4887577, member: 31216"] With 97 voters at this time, the only items to get better than 50% are: - Dungeons with no “ecological” sense, just full of monsters to slay - Continuous dungeons for the PCs to crawl and hack through 68% and 56% really isn’t enough to call a consensus. Interesting to note: Out of 97 voters, 33 said “old school” is generally good, and 15 said “old school” is generally bad. That leaves 49 who didn’t vote either way – 51%. I made the poll list from items that seem to get thrown out often as what some people think of “old school”. When I set about making my own votes on the poll, I realized that I can’t really choose many of these myself. This made me think longer and harder about what I think of when I think “old school”. After a lot of thinking, I came to the conclusion that, to me, “old school” is AD&D1 or BD&D from 1977 to 1985. “Old school” describes not a style of play, but an era of published material. “Old school” started with the AD&D [i]Player’s Handbook[/i] and the Holmes BD&D box set and ended with the [i]Temple of Elemental Evil[/i]. The materials published in the “old school” era are as varied in style, conceit, quality, and culture as much material is today. Death dungeon crawls like [i]Tomb of Horrors[/i] are “old school”, but so are murder mystery investigations like [i]The Assassin’s Knot[/i]. The simplicity of the Moldvay BD&D rule book is “old school”, and so is the complexity of the Gygax [i]Dungeon Master’s Guide[/i]. The old school era had good and bad material. Wonderfully good, and abysmally bad. Sometimes these two extremes could be found in the same book. The material was played with by good players and bad players. Intelligent friends and idiotic jerks. Sometimes these two extremes could be found in the same person. Bullgrit [/QUOTE]
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