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The "Old School Revival" - The Light Bulb Goes On
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<blockquote data-quote="innerdude" data-source="post: 5372057" data-attributes="member: 85870"><p>I think this can be accurate, but within limits. For example, a few years ago we played a 3.5 Eberron campaign where the PCs were all goblins. And it was a VERY different experience playing a character from that perspective--undersized, ugly, socially misunderstood, fighting for respect tooth and nail. Not that you can't play a character like that being an ugly gnome, or whatever, but the shared perspective of ALL OF US being goblins made for a much different type of experience. </p><p></p><p>But I think there's also some truth to the idea that system mechanics represent a shared "world reality," and in order to have a wholly different "experience" from that reality, it requires a different set of resolution mechanics that interpret that reality, or "filter" it back to us as players. </p><p></p><p>If Savage Worlds feels different from D&D, or GURPS feels different from Cthulhu, it's partially player expectation and culture, but it's also because the mechanics interpret player's physical interactions (and their results) differently. Does that interpretive mechanism work the same way for every player, identically? Of course not, because everyone brings something different to the table, but I'm not totally comfortable assigning all experience to just a shared "group think." Rules systems are built to create a different experience.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5372057, member: 85870"] I think this can be accurate, but within limits. For example, a few years ago we played a 3.5 Eberron campaign where the PCs were all goblins. And it was a VERY different experience playing a character from that perspective--undersized, ugly, socially misunderstood, fighting for respect tooth and nail. Not that you can't play a character like that being an ugly gnome, or whatever, but the shared perspective of ALL OF US being goblins made for a much different type of experience. But I think there's also some truth to the idea that system mechanics represent a shared "world reality," and in order to have a wholly different "experience" from that reality, it requires a different set of resolution mechanics that interpret that reality, or "filter" it back to us as players. If Savage Worlds feels different from D&D, or GURPS feels different from Cthulhu, it's partially player expectation and culture, but it's also because the mechanics interpret player's physical interactions (and their results) differently. Does that interpretive mechanism work the same way for every player, identically? Of course not, because everyone brings something different to the table, but I'm not totally comfortable assigning all experience to just a shared "group think." Rules systems are built to create a different experience. [/QUOTE]
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