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Searching for "New School" elements
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<blockquote data-quote="Vespucci" data-source="post: 5588913" data-attributes="member: 6675688"><p>I'm going to try interpreting this charitably. Are you saying that the publication of the 1e DMG established the basis for the development of the New School? Given that the document had to be written by people who started off not knowing "what the hell they were doing", and embodies their views on the game, it must be a product of their School. And many of those who played based on it, would be their Schoolmen.</p><p></p><p></p><p></p><p>Your observations on the business side of things are insightful, but I don't agree that this is what divides the schools. Rather, it describes the pressures that led to the ascendancy of the New School.</p><p></p><p>For me, I would say that the tipping point is when the industry leader went in for plot-based adventures, in which the main structure (the plot) cannot plausibly be replayed in the same campaign. By comparison, a site-based adventure's main structure (the site) can be replayed in the same campaign without straining disbelief. Just restock the dungeon, tip off the PCs that new evils have invaded, and away you go! (Plus, players who take good care of their old maps get rewarded for their diligence.)</p></blockquote><p></p>
[QUOTE="Vespucci, post: 5588913, member: 6675688"] I'm going to try interpreting this charitably. Are you saying that the publication of the 1e DMG established the basis for the development of the New School? Given that the document had to be written by people who started off not knowing "what the hell they were doing", and embodies their views on the game, it must be a product of their School. And many of those who played based on it, would be their Schoolmen. Your observations on the business side of things are insightful, but I don't agree that this is what divides the schools. Rather, it describes the pressures that led to the ascendancy of the New School. For me, I would say that the tipping point is when the industry leader went in for plot-based adventures, in which the main structure (the plot) cannot plausibly be replayed in the same campaign. By comparison, a site-based adventure's main structure (the site) can be replayed in the same campaign without straining disbelief. Just restock the dungeon, tip off the PCs that new evils have invaded, and away you go! (Plus, players who take good care of their old maps get rewarded for their diligence.) [/QUOTE]
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