Kormydigar said:
To me, the new vs. old debate has less to do with soul, than freedom. The soul (or lack thereof) is driven by the players and GM and not the rules. There is a difference in the feel of freedom in the new rulesets. I know that one can ignore anything that is undesirable from any set of rules but, that's not the point. The newer rules seem to be driven by limitations rather than imagination. To illustrate the shift in mindset lets look at the evolution of gaming for a bit.
During the early days of RPG's, there were many situations the rules didn't cover. The GM and players were expected to fill those gaps with what worked for thier group. At this time video and computer games were quite primitive and couldn't simulate an RPG very well at all. As time went on, computer games gained popularity and made great strides in simulating RPG type play. Video games became heavily influenced by tabletop style RPGs. The games got good- real good, but they were (and still are) limited by the programmers code. There are no permissible actions that are not forssen ( and written) by the code writers.
I think we are seeing a shift of influence these days. For the first time we now have D&D players with lots of computer gaming experience coming to the tabletop for the first time. Because of this reverse influence of computer to tabletop we see the effects on the feel of the rulesets. Rules to cover every type of action, parameters set up to restrict the AI (DM) and generally contain the game to " inside the box".
This type of ruleset can easily be overcome by any group that wants to disregard what they don't want, but the feel remains. The popularity of the new rules is a strong indication that a lot of players are more comfortable with the " predefined parameters" style of rules because they got used to them electronically before ever trying tabletop play.
KenSeg said:
I do think that the "soul" of the player has changed and that this is being reflected in the mechanics of the game. I believe that the biggest difference between the old-school and newer players is our imaginative background. This is what affects the "soul" of our play.
Those players in the late 70s through the 90s took our imaginative background from literature, specifically sword and sorcery novels and fantasy. I can easily say that I have read well over several thousand books in the genre and have this deep well of fantasy background in my playing and DMing. D&D for us was a way to live out the fantasy stories that we read as children and adults and I do believe that our emphasis on the character background and roleplaying is a result of this environment.
I believe that a majority of the gamers today have a computer imaginative background, coming from games such as WOW, DOC, Everquest and such. The plots and stories in these games are poor substitutes to the wealth of drama included in literature and gives the game a more shallow feeling with emphasis on crunch instead of story. I wish that today's children would take the time to enjoy reading more instead of spending endless hours infront of the computer screen. There is a universe of ideas, plots and characters out there for you to discover. I think that you will find the investment well worth your time and will find that it lends depth and color to your gaming.
After reading comments like this in the 1,000 post-plus [Edition WARZ] thread, I think I've hit the crux of my annoyance-the trends that lead to min-maxing of multiclassing, feats and prestige classes, characters with bizarre combinations of templates and abilities with no rhyme or reason, and magic items being increasingly common among players. That's what drives me crazy-characters seem to be developed for their maximum effectiveness as killing machines, and magic items are less strange and wonderful objects than high-powered additions to the PC arsenal that can be used to blow the heads off the next monster that comes along.
This is not WotC's fault, nor is it a swing at 3E. WotC is a business, and it cannot be faulted for responding to market trends. If 3E reflects these changes in player tastes...well, what can WotC do if it doesn't want to go out of business? Other industries might be regulated for social or environnmental reasons-the gaming industry is not one of them, and the companies that are in the gaming business have to respond to what their customers want.
You can see this in quite a few of the role-playing novels that are based on games, too. FR novels are stereotyped for their morally flawless heroes, flash-bang special effects, and cliched plotlines-things that couldn't hold a candle to Tolkien, Moorcock, Shakespeare or Howard. I personally think D&D, regardless of edition, could be spun into a fascinating mythology of its own, one that could have a solid backing, and while it may not be able to match the myths of the masters, it could still be something far more than what seems to be a shallow trend today.
Same thing with gaming novels-who's to say they couldn't take their cues from Tolstoy or Shakespeare, and at least become more sophisticated and intelligent? This is more the writer talking than the gamer, but it's almost the same thing. While one may not rival the masters, they could still be well-done, couldn't they? That's one thing I love about D&D-the "mythology" that's sprung up around it, similar to the kind that springs up around the myths of the Greeks, the Norse, or any other real-life culture, or around the works of Howard, Lieber or even authors like J.K. Rowling and Brian Jacques, who have created their own myths with their own twists.
3E has its critics, and its defenders point out that you can overcome these deficiencies. It's a lot of the same thing, really.