Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Variety of "Old Schools"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mark CMG" data-source="post: 5828032" data-attributes="member: 10479"><p>I took a second look at the OP and realized one of the misconceptions bothering me was the association of "sandbox" style play strictly with one end of the continuum between hack-and-slash and games including narrative goals. H&S is a player's playstyle (not always a roleplaying style) and achieving narrative goals is also part of a player's roleplaying style.</p><p></p><p>On a separate continuum, sandbox play is a GM's presentation style which requires certain setting considerations and can be used to house a game anywhere along the players' playstyle continuum for hack-and-slash and games including narrative goals. The more "sandboxy" the presentation, however, the fewer plotted lifelines a GM will throw to the players while they attempt to introduce their narrative druthers into gameplay.</p><p></p><p>At the other end of the GM's presentation style continuum is full narrative control by the GM, sometimes referred to as linear plot progression. It's a mistake, though, to think of it as linear plot progression because a GM need not have decided upon a plot in advance to maintain full narrative control, the GM need only be the deciding factor in how gameplay will produce story with or without taking player narrative goals and choices into consideration. A railroad need not be built with a destination in mind or in regard to who will be riding the train, nor need that railroad be built straight or without forks. And even if the GM has a destination in mind, it is impossible to know all the details of a story produced through gameplay until the game is over because just by virtue of players being at the table and being allowed any input whatsoever, the story is being affected.</p><p></p><p>I like to refer to this phenomenon as Schrodinger's Plot. There is a box into which many elements are throw during gameplay but until the game is done and the box is open, there's no telling the form of the story.</p><p></p><p>But these continuums (or continua) have always existed and continue to exist. The important thing to remember, IMO, for recognizing Old School and New School styles of play is how much the guidelines/rules affect play. Once again in this area, we find there is no clear line drawn but games where the GM is the final arbiter of consequences within the game as opposed to the rules as written tend to cleave closer to old school gaming. New school gaming is marked more often by the rules as written rather than thinking of the game as supplying merely guidelines. It is rare for any game to be played at the far extreme of either of these philosophies as almost all GM's make provision for the rules to carry some the burden of arbitration of consequences and likewise will make some judgement calls that set aside the rules in certain circumstances. What you will generally see, though, is old school style games tend to skew toward rules as guidelines and new school style games tend to rely more heavily on rules as written.</p><p></p><p>And let's not confuse randomness with who makes the call, for if the GM allows for all judgement calls to rely on the dice that alone doesn't tell us if this is old or new school gaming. It might seem as if a GM is abdicating his position if he let's the dice fall where they may but that is actually a very strong choice. In these circumstances, to detemine if this is more so old or new school, one has to look at how the GM is allowing those dice rolls to interact with the game. Does the GM think of the game in terms of guidelines and go to the dice often or does the GM utilize the rules as written and go to the dice when the rules call upon them?</p><p></p><p>It should be noted, perhaps most importatly, that published games can adopt mainly one style or the other (or something in between) and it is possible to take rules written primarily for one style and run them as GM in a fundamentally different manner but doing so is likely to also frustrate player expectations unless there has been a discussion of gaming philosophies prior to play among all involved. This conflict can sometimes be mischaracterized as a player entitlement issue. Although such issues do exist in other situations, there is no reason why a player who reads a rulebook geared toward rules as written shouldn't expect such a game to be played in that manner unless the above mentioned discussion takes place.</p><p></p><p>So, old school or new school? First look to how the game is written and then to how the game is being played. When these two factors are in synch, it's fairly easy to make the call. Otherwise, use your best judgement. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5828032, member: 10479"] I took a second look at the OP and realized one of the misconceptions bothering me was the association of "sandbox" style play strictly with one end of the continuum between hack-and-slash and games including narrative goals. H&S is a player's playstyle (not always a roleplaying style) and achieving narrative goals is also part of a player's roleplaying style. On a separate continuum, sandbox play is a GM's presentation style which requires certain setting considerations and can be used to house a game anywhere along the players' playstyle continuum for hack-and-slash and games including narrative goals. The more "sandboxy" the presentation, however, the fewer plotted lifelines a GM will throw to the players while they attempt to introduce their narrative druthers into gameplay. At the other end of the GM's presentation style continuum is full narrative control by the GM, sometimes referred to as linear plot progression. It's a mistake, though, to think of it as linear plot progression because a GM need not have decided upon a plot in advance to maintain full narrative control, the GM need only be the deciding factor in how gameplay will produce story with or without taking player narrative goals and choices into consideration. A railroad need not be built with a destination in mind or in regard to who will be riding the train, nor need that railroad be built straight or without forks. And even if the GM has a destination in mind, it is impossible to know all the details of a story produced through gameplay until the game is over because just by virtue of players being at the table and being allowed any input whatsoever, the story is being affected. I like to refer to this phenomenon as Schrodinger's Plot. There is a box into which many elements are throw during gameplay but until the game is done and the box is open, there's no telling the form of the story. But these continuums (or continua) have always existed and continue to exist. The important thing to remember, IMO, for recognizing Old School and New School styles of play is how much the guidelines/rules affect play. Once again in this area, we find there is no clear line drawn but games where the GM is the final arbiter of consequences within the game as opposed to the rules as written tend to cleave closer to old school gaming. New school gaming is marked more often by the rules as written rather than thinking of the game as supplying merely guidelines. It is rare for any game to be played at the far extreme of either of these philosophies as almost all GM's make provision for the rules to carry some the burden of arbitration of consequences and likewise will make some judgement calls that set aside the rules in certain circumstances. What you will generally see, though, is old school style games tend to skew toward rules as guidelines and new school style games tend to rely more heavily on rules as written. And let's not confuse randomness with who makes the call, for if the GM allows for all judgement calls to rely on the dice that alone doesn't tell us if this is old or new school gaming. It might seem as if a GM is abdicating his position if he let's the dice fall where they may but that is actually a very strong choice. In these circumstances, to detemine if this is more so old or new school, one has to look at how the GM is allowing those dice rolls to interact with the game. Does the GM think of the game in terms of guidelines and go to the dice often or does the GM utilize the rules as written and go to the dice when the rules call upon them? It should be noted, perhaps most importatly, that published games can adopt mainly one style or the other (or something in between) and it is possible to take rules written primarily for one style and run them as GM in a fundamentally different manner but doing so is likely to also frustrate player expectations unless there has been a discussion of gaming philosophies prior to play among all involved. This conflict can sometimes be mischaracterized as a player entitlement issue. Although such issues do exist in other situations, there is no reason why a player who reads a rulebook geared toward rules as written shouldn't expect such a game to be played in that manner unless the above mentioned discussion takes place. So, old school or new school? First look to how the game is written and then to how the game is being played. When these two factors are in synch, it's fairly easy to make the call. Otherwise, use your best judgement. ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Variety of "Old Schools"
Top