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Giving Old Skool one last shot before calling it quits.
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<blockquote data-quote="Reynard" data-source="post: 4410681" data-attributes="member: 467"><p>QFT.</p><p></p><p>Not to say that a character getting laid low by a random roll in 1e wasn't necessarily a cause for a little irritation, but you knew it was a possibility in old school play. Adventuring is dangerous business, after all.</p><p></p><p>But part of the difference between old school play and modern play, as I see it, is that modern play has stopped being about adventuring and started being about storytelling. it has impacted the entire game and how it's played. When people started thinking about how boring some D&D-isms would be in a novel -- spell selection, counting rations, spiking doors, using a 10' pole -- or how anti-climactic sudden protagonist (or even antagonist) death would be, the game veered away from its strengths. It isn't a novel or a movie. The parts that would be boring in a narrative don't need to be expunged because those parts can be half the fun in a game. I've had parties sit around for 4 hours of a 6 hour session planning an attack or expedition, and it was fun. It was even more fun when their plan went off without a hitch or got completely botched or whatever, but those weren't "wasted" 4 hours.</p><p></p><p>Character death has also become a problem in the new school -- due in part to the "story" aspect of play, but I also think the blame can be laid on the fact that back in the 1E days you could roll up a new character in 10 mins and get back to the action the first time the rest of the party took a trip back to town for supplies. Stats + race choice + class choice = easy char gen, from 1st to 20th level. You didn't even have to pick gear -- you had to negotiate with the DM for the basics, and then negotiate with the party for the rest.</p><p></p><p>Oh, old school, how I miss thee.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4410681, member: 467"] QFT. Not to say that a character getting laid low by a random roll in 1e wasn't necessarily a cause for a little irritation, but you knew it was a possibility in old school play. Adventuring is dangerous business, after all. But part of the difference between old school play and modern play, as I see it, is that modern play has stopped being about adventuring and started being about storytelling. it has impacted the entire game and how it's played. When people started thinking about how boring some D&D-isms would be in a novel -- spell selection, counting rations, spiking doors, using a 10' pole -- or how anti-climactic sudden protagonist (or even antagonist) death would be, the game veered away from its strengths. It isn't a novel or a movie. The parts that would be boring in a narrative don't need to be expunged because those parts can be half the fun in a game. I've had parties sit around for 4 hours of a 6 hour session planning an attack or expedition, and it was fun. It was even more fun when their plan went off without a hitch or got completely botched or whatever, but those weren't "wasted" 4 hours. Character death has also become a problem in the new school -- due in part to the "story" aspect of play, but I also think the blame can be laid on the fact that back in the 1E days you could roll up a new character in 10 mins and get back to the action the first time the rest of the party took a trip back to town for supplies. Stats + race choice + class choice = easy char gen, from 1st to 20th level. You didn't even have to pick gear -- you had to negotiate with the DM for the basics, and then negotiate with the party for the rest. Oh, old school, how I miss thee. [/QUOTE]
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