My Response to the Grognardia Essay "More Than a Feeling"

Status
Not open for further replies.

joethelawyer

Banned
Banned
James Maliszewski posted this essay over on Grognardia, which really rubbed me the wrong way. Which lead me to try to write a paragraph in response, which lead to this response. I figured I'd post it here, as the topic might generate some decent discussion.

His essay is here.

GROGNARDIA: More Than a Feeling


My response is below. I couldn't post it over there because it was too long.

I think the very idea of a rigid definition flies in the face of what the old school renaissance represents. Plus, it is totally subjective as to what old school is. It varies from person to person. Some just want the nostalgic feeling of playing an old game they used to play when they were 13. Some just want fast resolution with less rolls. Some want megadungeons. Some define it as strict adherence to a certain ruleset or clone. Who cares?

I guess my question is, what does it matter? If someone asks you what old school is, define it however you want to. It is different for everyone and will be defined differently by everyone.

Even that 13 page essay by Finch which summed up what old school was all about

http://www.lulu.com/content/e-book/quick-primer-for-old-school-gaming/3019374

listed some things that not every group in 1976 did. OD&D was, from what I understand, the most heavily houseruled game in existence. Hence AD&D. Look at your own game James, and the huge changes you implemented to the core rules.

This old school thing has a life of its own, and it is driven first and foremost by FEELING. People felt dissatisfied with what they were playing, and wanted to either capture or recapture another feeling while playing. For some it was a feeling they used to have when playing at age 13, for some it was trying to feel what those others were talking about.

This game is driven first and foremost by feeling. We don't play it for any other reason. It's a feeling of fun flavored with various aspects of whichever version of the game we are playing. To the extent that a ruleset or adventure or DM flavors that feeling with something considered by players to be old school, its completely subjective as to what that thing is which gives the feeling, because the feeling is subjective.

You can't objectively create through definition that which creates a subjective feeling in a player.

I think in trying to define it you will fulfill the prediction made by EN Shook on Lord of the Green Dragons here:

Lord of the Green Dragons: Old School vs. New School

Wherein he basically predicts that old school degenerate into fundamentalism. This post of yours seems to be leading the charge.

I have to ask what purpose would a definition serve? So you can give the 2 minute elevator sales speech to someone using terms consistent with everyone else? To what ends? So the game grows? So more people play? So more sales are made of old school clones? What's the ultimate goal you are shooting for? What's the ultimate vision you have?

The only thing you say as to a reason why it matters is:

“If the old school is just a feeling, then it's purely subjective and beyond our capacity to argue for.”

And “Likewise, when a player of such games claims he's doing so "in an old school style," I have no recourse but to accept him at his word and move on, because no argument could possibly be offered to disprove his feeling that he's playing an old school game.”

And “If one actually believes, as I do, that games like OD&D, Tunnels & Trolls, Empire of the Petal Throne, and so forth offer something unique that no game published in the last 20 years can match, then we ought not to rest our case too heavily on nebulous quasi-emotional impressions. I think there are enough clear, rational, and unambiguous arguments in favor of the old school that there's very little need to invoke feelings at all.”

What’s this big need you have to argue in favor of a particular game or group of games? Who cares? To argue implies that you think you’re right. And to a certain extent, you may be. For some people. But it’s all subjective and based on the feelings those people would get if they played those games. Nobody plays a game because of the nature of the mechanics of it. They play because the mechanics help them to create a game that makes them feel good playing it. If you think those games might do that for a person, then just recommend those rulesets to those people. No definition needed. No need to argue

The reasons you like old school games are yours, and might be shared by many people. However, your reasons for liking old school games may not appeal to a ton of people who nonetheless play older rulesets. To think that your reasons are the right and true reasons to the extent that you feel the need to fix definitions so that you can better argue your case that old school games have a lot to offer, I think you slip into arrogance. People argue because each thinks they are right. How can ou be right when this whole thing is subjective and driven by feelings?

You can't control this thing. It will grow with or without a definition. People will keep checking out different boards, games, blogs, and make their own definition of old school based on a feeling. They might even start up a game and call it old school–and the game will be something completely different than yours. Those players then have a definition of old school in their heads. They spread that definition far and wide.

Old School to me is like a constantly mutating virus, changing all the time by interacting with its host's DNA, the DM's and Players, and then getting passed on to others. Rather than making them feel sick, this virus makes them feel good. All based on feelings. Who cares if the virus is different from one player or DM to another, as long as it makes them feel good?

If people ask me what an old school game is I just point them in the direction of certain boards, blogs, rulesets, essays and clones. I let them figure it out for themselves. Sometimes their definition of what old school is comes close to mine, sometimes its radically different. But when they say they are laying an old school game now thanks to their investigation of the various websites and games, and I see that they are happy, I say good for them.

I don’t see how your strict definition of what old school is actually grows the old school renaissance. Since there are so many definitions out there, most of which seem to be based primarily on feelings, if you exclude them because they don’t share your definition, you just shrink the members of the old school renaissance as defined by you. Which leads to accusations of bad/fun/wrong. Leading to alienation. Leading to people dismissing us as a bunch of crotchety old people who don’t welcome new people unless they enter the renaissance on our terms because of our definitions. Is that the result you are looking for?

One last point I want to make is that feelings drive this industry. Feelings either for or against are what makes people do or not do something. People are not rational creatures. You assume you can lay out a Mr. Spock style rational argument in favor of one system and get people to play? What's more convincing, an essay based on clear definitions of something laying out the logical reasons why something is good? Or a friend, who when asked why they like their particular style of old school game, gushes out with joy and enthusiasm all kinds of subjective reasons, but puts them out there with such a FEELING of happiness that its infectious and gets that friend to ask if they can join in their game? Which option will grow the old school renaissance more?
 
Last edited:

log in or register to remove this ad

I agree wholeheartedly with him.

[edit]

I forgot the 'why'. :)

Old school refers to a playstyle, one that is facilitated by games systems that are sparser and more sprightly when it comes to preparation and resolution, and that focus more on player skill than character skill in certain areas of gameplay. Well, that's a start. *This does not mean that one is 'better' than the other. PLEASE remember this when debating what old school is or isn't - it will help no end.* But yeah, they are distinctly DIFFERENT.

And hey, for those of you still sceptical (or worse), here's some text from Mr. Mike Mearls, primary creator of 4e, in 2008:


A lot of the fun parts of the session (the talking skull; the undead and their bargain) were possible under any edition of D&D. However, I think that OD&D's open nature makes the players more likely to accept things in the game as elements of fiction, rather than as game elements. The players reacted more by thinking "What's the logical thing for an adventurer to do?" rather than "What's the logical thing to do according to the rules?"

The thing I like best about OD&D monsters is that they are simple to run and easy to improvise. It was nice to simply write down AC, damage, and hit dice. On the other hand, I missed the variety of weird effects and tactics that 4e monsters can use independent of any work I put into them as a DM. The two approaches are very different.

OD&D and D&D 4 are such different games that they cater to very different needs. For me, in OD&D things are fast, loose, and improvised. I can write rules without worrying about strict interpretations or covering every possible case. The players, since they've agreed to sit down at an OD&D table, are probably more likely to accept random craziness and a game that requires a bit more deductive reasoning (I disable a trap by wedging an iron spike into the lever that activates it) as opposed to D&D 4 (I disable a trap by finding the lever then making a skill check).

To be honest, I think the games are different enough that I easily have space for both of them in my library. For me, they fill very different needs. OD&D is like jamming with a band. A lot of stuff gets made up on the fly, and when we find something interesting everyone just rides with it. D&D 4 is like playing a symphony. There's more structure and more pieces to work with, but everything comes together in this grand ensemble.​

link

[/edit]
 
Last edited:

If your post is too long to post over there, why not split it in two or even three pieces? That way you can keep the discussion going, rather than each of you having a series of monologues.

Honestly, I'm not interested in jumping back and forth between two forums to watch an Internet argument over what old school gaming is. If it's all in one place, maybe.
 

As James (and you) indicates, part of what defines old-school is emotional, and thus subjective.

He's trying to define what it is outside of the subjective response.

It's an interesting idea, but not an exercise that I think will bear much fruit. (Although it could certainly generate a lot of discussion.)

For me, "old school" in relation to D&D is the approach mainly used in 1E - few(er) rules, and adventures being site-based and plot-light.
 

If your post is too long to post over there, why not split it in two or even three pieces? That way you can keep the discussion going, rather than each of you having a series of monologues.

Honestly, I'm not interested in jumping back and forth between two forums to watch an Internet argument over what old school gaming is. If it's all in one place, maybe.

I posted a link to my response over there, so people could read it and comments on it over there. I posted it over here, because I interact with you guys daily, and am interested in what you guys have to say on the topic. I figure that most of the 70,000 members over here don't read or post over there. :)
 

James Maliszewski posted this essay over on Grognardia, which really rubbed me the wrong way. Which lead me to try to write a paragraph in response, which lead to this response. I figured I'd post it here, as the topic might generate some decent discussion.

Nice comments Joe.

To me, I can see the essay writer's point because it often is applied to the mode of thinking for other things that were in the past and people who longed for X or Y like in the "old days". However, RPGs I think are in a special category. I don't play OD&D, AD&D 1e or 2e, but I have no criticisms for people who play those games. Some don't upgrade to the current rpgs because of economics, others because the game "does it" for them, and and a few because it's a matter of principle to never switch. I have a friend who is a diehard Dragonquest player.
 

I posted a link to my response over there, so people could read it and comments on it over there. I posted it over here, because I interact with you guys daily, and am interested in what you guys have to say on the topic. I figure that most of the 70,000 members over here don't read or post over there. :)

I guess I didn't want to follow a link to another site to read what you're responding to, so it seemed silly to read the response. Sorry if this sounds like a threadcrap- I can see your point in wanting more feedback. It's just the "too lazy to make that extra click" phenomenon, I guess. :blush:
 

Ironically, I think the need to categorize and have strict definitions is a "new school" RPG phenomenon that many old school players dislike.
 

Well mark me as underwhelmed with the original article.

He seems very insistent that it not be emotional, not because it isn't but rather because of how it appears to those outside. I see a need to created a separation, an us versus them environment here just so some fellow can tell some other fellow, "no, your doing it wrong".
 

Ironically, I think the need to categorize and have strict definitions is a "new school" RPG phenomenon that many old school players dislike.

That's just human habit and doesn't have anything to do with rpg's IMHO. If it is more noticeable today than in the past I would submit that comes down largely to two factors. The internet, and thus the sheer volume of interaction of the fan community has made it more visible. More games to categorize, you really can't have more categories than you have things to stick in them.
 

Status
Not open for further replies.
Remove ads

Top