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Self-Defeating Rules in D&D
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<blockquote data-quote="payn" data-source="post: 9751034" data-attributes="member: 90374"><p>PF2 is designed to be a thinly veiled encounters system. It should not be viewed in any way as a resource attrition survival sim. Though, I think it is worth examining if dungeons crawls are seen as boring because they are not done right; or if they are just not wanted at all? I can say, as someone who has been playing for decades, I dont miss the old school skill play. That said, I also ran through PF2 Abomination Vaults (or at least the first several levels of it) and can completely agree with you it doesn't feel old school for even a second. The system has everything to do with that too. It doesn't facilitate survival sim by design. </p><p></p><p>That was the plan originally. The modularity I mean. I think the designers wanted old schoolers and nu skoolers doing their thing with the same edition of D&D. So, they set out with a basic generic system that is easy to hack in many ways, but not particularly built to do anything particularly well. Turns out the olive branch to old players and an explosion of new players led to unforeseen success. WotC never had to engage part 2 of the plan. </p><p></p><p>I think you are confusing moments of tension or scenes with the totality of the experience. Indy Jones has torch moments, but he doesnt spend significant time of the movie dealing with food rations and searching for snake anti-venom. Which leads me to think that old school survival sim missed the point even back then. It was the gamist element at the forefront with fantasy trappings as dressing. That has flipped in design since to setting up tense moments of set piece encounters at the expense of a gamist survival sim play.</p></blockquote><p></p>
[QUOTE="payn, post: 9751034, member: 90374"] PF2 is designed to be a thinly veiled encounters system. It should not be viewed in any way as a resource attrition survival sim. Though, I think it is worth examining if dungeons crawls are seen as boring because they are not done right; or if they are just not wanted at all? I can say, as someone who has been playing for decades, I dont miss the old school skill play. That said, I also ran through PF2 Abomination Vaults (or at least the first several levels of it) and can completely agree with you it doesn't feel old school for even a second. The system has everything to do with that too. It doesn't facilitate survival sim by design. That was the plan originally. The modularity I mean. I think the designers wanted old schoolers and nu skoolers doing their thing with the same edition of D&D. So, they set out with a basic generic system that is easy to hack in many ways, but not particularly built to do anything particularly well. Turns out the olive branch to old players and an explosion of new players led to unforeseen success. WotC never had to engage part 2 of the plan. I think you are confusing moments of tension or scenes with the totality of the experience. Indy Jones has torch moments, but he doesnt spend significant time of the movie dealing with food rations and searching for snake anti-venom. Which leads me to think that old school survival sim missed the point even back then. It was the gamist element at the forefront with fantasy trappings as dressing. That has flipped in design since to setting up tense moments of set piece encounters at the expense of a gamist survival sim play. [/QUOTE]
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