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Monte Cook's new Dungeonaday.com?
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<blockquote data-quote="catsclaw227" data-source="post: 4699573" data-attributes="member: 14197"><p>Interesting. I've been playing D&D since 1978. Not as long as others who consider themselves grognards, but certainly long enough to say that I kicked it "old school" with my 1e AD&D games.</p><p></p><p>To me, old school as far little to do with mechanics and far more to do with the mindset of how a DM and players interact, how the campaign is delivered and played by the players, the shared experience of adventures and game sessions that were built around familiar elements, and how these "old school" elements are presented. </p><p></p><p>Now, by old school elements, I mean many things. But mostly I am talking about dungeon crawls, and environment/fluff-light adventures. (Oh and you can also add in a few pages of house-rules - some obscure, some obvious - that varied from gametable to gametable. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> )</p><p></p><p>For me, mechanics has VERY little to do with it. Necromancer Games had 3.x adventures that ran and felt very old school. Goodman Games' adventures had that old school feel as well. </p><p></p><p>Are these disqualified from your definition of old school because they use a rule-set of mechanics that you don't approve of?</p><p></p><p>Can you define what you mean by old school so that I have a frame of reference to work with?</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 4699573, member: 14197"] Interesting. I've been playing D&D since 1978. Not as long as others who consider themselves grognards, but certainly long enough to say that I kicked it "old school" with my 1e AD&D games. To me, old school as far little to do with mechanics and far more to do with the mindset of how a DM and players interact, how the campaign is delivered and played by the players, the shared experience of adventures and game sessions that were built around familiar elements, and how these "old school" elements are presented. Now, by old school elements, I mean many things. But mostly I am talking about dungeon crawls, and environment/fluff-light adventures. (Oh and you can also add in a few pages of house-rules - some obscure, some obvious - that varied from gametable to gametable. :P ) For me, mechanics has VERY little to do with it. Necromancer Games had 3.x adventures that ran and felt very old school. Goodman Games' adventures had that old school feel as well. Are these disqualified from your definition of old school because they use a rule-set of mechanics that you don't approve of? Can you define what you mean by old school so that I have a frame of reference to work with? [/QUOTE]
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