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Musings on the "I Win" Button
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<blockquote data-quote="Oni" data-source="post: 4984146" data-attributes="member: 380"><p>As I've mentioned elsewhere I've been reading through the archive of posts at Grognardia as well as poking around at some other OSR related sites. What's interesting is that doing so has cast the idea of the "I win" button (hereafter known as the IWB) in new light for me. </p><p></p><p>I think one of the primary problems with the IWB is that when your adventure is set up in story like fashion, that builds to climaxes that the IWB is an anti-climax. The DM makes an effort to give his PC's some big final confrontation only to have all of his work blown out of the water. So you end up with the notion that the IWB is the destroyer of stories and all the DM's hard work, and if you are running your game in such a fashion that's probably not far off the mark. </p><p></p><p>The other big problem is one of character balance, other players grew resentful of the casting classes, the wizard in particular because it steps on their toes. One of the primary balancing factors of casters is the issue of resource management, and if they are allowed to routinely circumvent this drawback (i.e. the 5 minute work day) then they will routinely be able to use their IWB whenever it is convenient for them, and in effect doing their companions jobs more efficiently than the companions themselves can do them. </p><p></p><p>Now what does this have to do with the OSR? Well for me its a reminder that the game was initially intended for a different style of play than what is most common now. Story was not as important as it is now, the story was the result of the PC's actions rather than something they discovered along the way. The upshot of this is that climaxes are not really preplanned events, but rather self-creating based on the ebb and flow of gameplay. And if you look at the old school mega-dungeon style of play you can see that there is no real ending in sight and in such an environment you really limit the IWB's ability to short circuit a carefully planned storyline or mounds of hard work. The other thing to consider, is that the dungeon is treated as living environment, a place in which time really means something, it seems to me that this should strongly discourage the 5 minute work day. Resting in the dungeon itself is a dangerous prospect and the preparation of spells is a slow task that does not bear interruption. Taking the time to retreat to safety means that the dungeon as a living environment has time to respond to the adventurers, the longer they are absent, the more of their work is undone and the less headway they will be able to make on their return. If you consider these factors it becomes apparent that as the game was originally conceived that the IWB was much less of a factor. </p><p></p><p>And just a note to finish up on, I'm in no way an old school expert, having only started gaming in 1998. These are mostly other peoples' thoughts regurgitated through the lens of my own experience. I'm sure more those more knowledgeable than myself will be along to confirm, clarify, or utterly refute what I've said, but the above is my current thought on the matter.</p></blockquote><p></p>
[QUOTE="Oni, post: 4984146, member: 380"] As I've mentioned elsewhere I've been reading through the archive of posts at Grognardia as well as poking around at some other OSR related sites. What's interesting is that doing so has cast the idea of the "I win" button (hereafter known as the IWB) in new light for me. I think one of the primary problems with the IWB is that when your adventure is set up in story like fashion, that builds to climaxes that the IWB is an anti-climax. The DM makes an effort to give his PC's some big final confrontation only to have all of his work blown out of the water. So you end up with the notion that the IWB is the destroyer of stories and all the DM's hard work, and if you are running your game in such a fashion that's probably not far off the mark. The other big problem is one of character balance, other players grew resentful of the casting classes, the wizard in particular because it steps on their toes. One of the primary balancing factors of casters is the issue of resource management, and if they are allowed to routinely circumvent this drawback (i.e. the 5 minute work day) then they will routinely be able to use their IWB whenever it is convenient for them, and in effect doing their companions jobs more efficiently than the companions themselves can do them. Now what does this have to do with the OSR? Well for me its a reminder that the game was initially intended for a different style of play than what is most common now. Story was not as important as it is now, the story was the result of the PC's actions rather than something they discovered along the way. The upshot of this is that climaxes are not really preplanned events, but rather self-creating based on the ebb and flow of gameplay. And if you look at the old school mega-dungeon style of play you can see that there is no real ending in sight and in such an environment you really limit the IWB's ability to short circuit a carefully planned storyline or mounds of hard work. The other thing to consider, is that the dungeon is treated as living environment, a place in which time really means something, it seems to me that this should strongly discourage the 5 minute work day. Resting in the dungeon itself is a dangerous prospect and the preparation of spells is a slow task that does not bear interruption. Taking the time to retreat to safety means that the dungeon as a living environment has time to respond to the adventurers, the longer they are absent, the more of their work is undone and the less headway they will be able to make on their return. If you consider these factors it becomes apparent that as the game was originally conceived that the IWB was much less of a factor. And just a note to finish up on, I'm in no way an old school expert, having only started gaming in 1998. These are mostly other peoples' thoughts regurgitated through the lens of my own experience. I'm sure more those more knowledgeable than myself will be along to confirm, clarify, or utterly refute what I've said, but the above is my current thought on the matter. [/QUOTE]
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