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Optimizers, oh my!
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<blockquote data-quote="Neonchameleon" data-source="post: 6060320" data-attributes="member: 87792"><p>And to me the how matters at least as much as the what <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I see how you get there but it's a miss. My perspective <em>on D&D</em> is old-school and gamist because that's what I believe D&D has always been, and it's what D&D does better than most other games. I'm currently running a MHRP campaign that doesn't even vaguely resemble either 'old school' or 'gamist'.</p><p></p><p>My basic approach starts with the idea that system matters and that any system will encourage certain modes of behaviour - play to them and using that system will make things a more pleasant experience, play against them and you'll be fighting it every step of the way. I think this puts me closer to 'light Indygamer' (and indeed I do play Indygames) than to 'old school'. But by the same token it means I approach games that appear to want gamism with a gamist perspective.</p><p></p><p></p><p></p><p>And that's the second major reason. When writing on ENWorld I appear a lot more old-school than I think I do on rpg.net because the two sites have very different perspectives (I'm a better fit for rpg.net for what it's worth). Use the terminology of the group you are discussing things with if you want to be understood, and try to approach their mindset.</p><p></p><p></p><p></p><p>In my group for a while I had four players who've been playing since before I could walk.</p><p></p><p></p><p></p><p>3.X players have little room to consider forgeisms dated - Ron Edwards was writing them at about the same time 3.0 came out. And I consider open ended theatre of the mind using 3.X rules to show how dated the 3.X engine really is - something FATE 3 based (Spirit of the Century/Legends of Anglerre/Dresden Files/Fate Core (currently under Kickstarter)) or one of the newer Cortex+ games (Smallville/Leverage/MHRP - they had a huge rethink after Serenity and Supernatural and it shows), or Savage Worlds are mass market RPGs that do theatre of the mind far better than 3.X ever did and make it look badly dated.</p><p></p><p>It's not that I believe that any given way is wrong. It's that I believe that you should use a system to its strengths. D&D's strengths against comparable are centered around the old school gamism.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6060320, member: 87792"] And to me the how matters at least as much as the what :) I see how you get there but it's a miss. My perspective [I]on D&D[/I] is old-school and gamist because that's what I believe D&D has always been, and it's what D&D does better than most other games. I'm currently running a MHRP campaign that doesn't even vaguely resemble either 'old school' or 'gamist'. My basic approach starts with the idea that system matters and that any system will encourage certain modes of behaviour - play to them and using that system will make things a more pleasant experience, play against them and you'll be fighting it every step of the way. I think this puts me closer to 'light Indygamer' (and indeed I do play Indygames) than to 'old school'. But by the same token it means I approach games that appear to want gamism with a gamist perspective. And that's the second major reason. When writing on ENWorld I appear a lot more old-school than I think I do on rpg.net because the two sites have very different perspectives (I'm a better fit for rpg.net for what it's worth). Use the terminology of the group you are discussing things with if you want to be understood, and try to approach their mindset. In my group for a while I had four players who've been playing since before I could walk. 3.X players have little room to consider forgeisms dated - Ron Edwards was writing them at about the same time 3.0 came out. And I consider open ended theatre of the mind using 3.X rules to show how dated the 3.X engine really is - something FATE 3 based (Spirit of the Century/Legends of Anglerre/Dresden Files/Fate Core (currently under Kickstarter)) or one of the newer Cortex+ games (Smallville/Leverage/MHRP - they had a huge rethink after Serenity and Supernatural and it shows), or Savage Worlds are mass market RPGs that do theatre of the mind far better than 3.X ever did and make it look badly dated. It's not that I believe that any given way is wrong. It's that I believe that you should use a system to its strengths. D&D's strengths against comparable are centered around the old school gamism. [/QUOTE]
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