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<blockquote data-quote="Umbran" data-source="post: 4989239" data-attributes="member: 177"><p>There are two kinds of people in the world - those who divide the world into two kinds of people, and those who don't.</p><p></p><p></p><p></p><p></p><p></p><p>Or, you know, there's the possibility that the world is not divided into polar opposites. I see a lot of this around these days. New/Old school. Things are always X, or always Y, and never in between.</p><p></p><p>When I play, we have rules. They describe a lot of stuff (or a little, depending on the game we are playing). Sometimes, as a DM, I allow stuff that's outside the rules, and sometimes I don't, as I feel that while the desired action is not strictly prohibited, it is not really consistent with the world the rules hold together.</p><p></p><p>Anecdotal, certainly, but it is my personal experience that few actually run the game at one pole or the other (whatever the current poles of discussion are). They wander around between. Practical common sense takes hold, and sometimes one sticks strongly to the rules, and sometimes one deviates from them, depending on local conditions, rather than upon what "school" or what "type of gamer" they are. </p><p></p><p>I've come to think of the Old/New School thing rather like I think of GNS and later Forge theory. It is a model. A framework that may be useful for purposes of thought and analysis. It is simplified for sake of clarity, an approximation that focuses on the subjects we want to consider - but that means that it is not generally directly applicable to the real world. The real world doesn't follow the model exactly.</p></blockquote><p></p>
[QUOTE="Umbran, post: 4989239, member: 177"] There are two kinds of people in the world - those who divide the world into two kinds of people, and those who don't. Or, you know, there's the possibility that the world is not divided into polar opposites. I see a lot of this around these days. New/Old school. Things are always X, or always Y, and never in between. When I play, we have rules. They describe a lot of stuff (or a little, depending on the game we are playing). Sometimes, as a DM, I allow stuff that's outside the rules, and sometimes I don't, as I feel that while the desired action is not strictly prohibited, it is not really consistent with the world the rules hold together. Anecdotal, certainly, but it is my personal experience that few actually run the game at one pole or the other (whatever the current poles of discussion are). They wander around between. Practical common sense takes hold, and sometimes one sticks strongly to the rules, and sometimes one deviates from them, depending on local conditions, rather than upon what "school" or what "type of gamer" they are. I've come to think of the Old/New School thing rather like I think of GNS and later Forge theory. It is a model. A framework that may be useful for purposes of thought and analysis. It is simplified for sake of clarity, an approximation that focuses on the subjects we want to consider - but that means that it is not generally directly applicable to the real world. The real world doesn't follow the model exactly. [/QUOTE]
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