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Does the killer DM exist?
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8336099" data-attributes="member: 6801252"><p>Maybe? the thing is that the modern designs we ended up with (thinking of the MMO example) are still lacking-- there's a reason WOW Classic did so well, and why games that make exactly the sort of decisions you're finding to be less-than-fun have been having a moment for the past decade or so. I refer to it as "maladaptation" older game styles have problems of course, but the solutions that were implemented traded away too much of what was good about the game in the first place. </p><p></p><p>Similarly, while I don't think every aspect of old school DND is essential, I do think its interesting to think about what good parts can be retained that weren't if the design is finessed in different ways. </p><p></p><p>Game Examples:</p><p></p><p>Valheim has you go find your corpse when you die in order to retrieve your gear and the world around you is pretty brutal, with survival mechanics.</p><p></p><p>Minecraft similarly has you drop all your items on death and its very easy to get in over your head, the dungeons are generated entirely procedurally and you can get very lost in the dark or even stumble into lava that suddenly fills the room and kills you. </p><p></p><p>Metroidvanias with intricate dungeon design where everything interconnects are among the most cherished games, with Hollow Knight as a shining modern example.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8336099, member: 6801252"] Maybe? the thing is that the modern designs we ended up with (thinking of the MMO example) are still lacking-- there's a reason WOW Classic did so well, and why games that make exactly the sort of decisions you're finding to be less-than-fun have been having a moment for the past decade or so. I refer to it as "maladaptation" older game styles have problems of course, but the solutions that were implemented traded away too much of what was good about the game in the first place. Similarly, while I don't think every aspect of old school DND is essential, I do think its interesting to think about what good parts can be retained that weren't if the design is finessed in different ways. Game Examples: Valheim has you go find your corpse when you die in order to retrieve your gear and the world around you is pretty brutal, with survival mechanics. Minecraft similarly has you drop all your items on death and its very easy to get in over your head, the dungeons are generated entirely procedurally and you can get very lost in the dark or even stumble into lava that suddenly fills the room and kills you. Metroidvanias with intricate dungeon design where everything interconnects are among the most cherished games, with Hollow Knight as a shining modern example. [/QUOTE]
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