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Monte Cook's new Dungeonaday.com?
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<blockquote data-quote="JamesM" data-source="post: 4699624" data-attributes="member: 2762"><p>Not at all. In principle, I agree that old school has a lot to do with a mindset one brings to play, meaning that it is transferable to other rules sets, which is why I like some of the modules that both Necromancer and Goodman put out during the 3e era, even though I'm not super keen on those rules. That said, I do think that some mechanics help to bolster the old school mindset better than others. Contrariwise, some mechanics detract from it. </p><p></p><p></p><p></p><p>Sure. For me, old school games are those that place greater importance on referee judgment calls rather than on "rules as written," give weight to player (as opposed to character) skill in resolving in-game problems, and whose mechanics don't see "balance" as an ideal, let alone an attainable one. 3e wasn't really designed with any of these principles in mind, which is why I tend to be skeptical of claims that it's compatible with the old ways. </p><p></p><p>But notice I said "skeptical." I don't think it's necessarily impossible to run 3e in something that I'd recognize as old school, but it'd likely mean either changing or outright ignoring many aspects of those rules (or so it seems to me). I am willing to be convinced I'm mistaken on this point, which is why I will be paying attention to Dungeonaday.com to see whether it's something I'd feel comfortable calling old school. Honestly, I'd love to be mistaken, because I'd like to see the old ways take root in a serious way outside the little corner of the hobby I call home.</p></blockquote><p></p>
[QUOTE="JamesM, post: 4699624, member: 2762"] Not at all. In principle, I agree that old school has a lot to do with a mindset one brings to play, meaning that it is transferable to other rules sets, which is why I like some of the modules that both Necromancer and Goodman put out during the 3e era, even though I'm not super keen on those rules. That said, I do think that some mechanics help to bolster the old school mindset better than others. Contrariwise, some mechanics detract from it. Sure. For me, old school games are those that place greater importance on referee judgment calls rather than on "rules as written," give weight to player (as opposed to character) skill in resolving in-game problems, and whose mechanics don't see "balance" as an ideal, let alone an attainable one. 3e wasn't really designed with any of these principles in mind, which is why I tend to be skeptical of claims that it's compatible with the old ways. But notice I said "skeptical." I don't think it's necessarily impossible to run 3e in something that I'd recognize as old school, but it'd likely mean either changing or outright ignoring many aspects of those rules (or so it seems to me). I am willing to be convinced I'm mistaken on this point, which is why I will be paying attention to Dungeonaday.com to see whether it's something I'd feel comfortable calling old school. Honestly, I'd love to be mistaken, because I'd like to see the old ways take root in a serious way outside the little corner of the hobby I call home. [/QUOTE]
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