diaglo
Adventurer
Alzrius said:Any others?
use your own imagination and don't rely on the work of others to help you play your character or game.
Alzrius said:Any others?
diaglo said:use your own imagination and don't rely on the work of others to help you play your character or game.
Man in the Funny Hat said:Nonsense. Sensible players revel in fighting EVERYTHING because when you AVOID fighting you're stupidly shorting yourself easily obtained XP.
Again, nonsense. Now, I may hit this nail harder than others would because I played very little pre-3E D&D where we got xp for treasure. My own old-school D&D experience then is one where advancement is VERY slow. Occasionally AGONIZINGLY slow. Even so, EVERYTHING living was worth XP. Everything. You don't avoid 400 orcs unless you're in a scorching hurry to get from A to B. Yes, those orcs may be worth diddly, but that is no reason NOT to take the diddly anyway as you move along. In fact, you look forward to them despite that, just to see how fast your small band of 5-10 PC's can take down HUNDREDS of low-level critters. You got to use that little 1E rule that gave you 1 attack PER LEVEL against 1HD creatures. Great fun!JDJblatherings said:Only if they want to be very DEAD,. Avoid the wandering monsters they aren't worth the xp. You want to find monsters in their lairs and stomp them there so yuo get the treasure the real xp source in old school adventures.
Quite so. In particular, there can be distinct, even drastic differences between someone whose gaming experience does not include 1E and thus knows only 2E as being "old school". And if you skipped the 2E era altogether then your perspective is undoubtedly colored by that. And then there's Diaglo.Mythmere1 said:1) Definition of "Old School:" "Old school" is a term so broad as to be almost useless.
In my experience the DM has absolute effect upon this. My own gaming experience trained me to think of backstory as making a few rolls on a random chart the DM made up, or using the old "Heroes of Legend" from Task Force/Flying Buffalo to generate it. Yeah, we wrote up such things out of whole cloth as well but in all cases it was more of a personal exercise than a GAME requirement of some kind.History of the Development of this "Character as Pawn" concept. 1e and 3e are somewhat similar in their approach to the idea that a character earns his history and doesn't start with much of one. I'm pointing to the way the rulebooks describe the "flavor" of the games. Obviously the DM affects this CONSIDERABLY.
This point needs to be emphasized. It can be CRITICAL. In 1E, or even OD&D, your character generation time was almost insignificant, whereas 3E was DESIGNED with the aspect of... what did they call it... Rules Mastery in mind. The idea that you can play and have fun without knowing the rules inside-out, but that formerly extremely negative epithets like Rules Lawyer and Powergamer were going to be largely INCORPORATED into the rules structure, and even encouraged. This affects the entire mindset of how to approach the game from both Role and Roll perspectives.In 3e, there's a lot more work involved in creating the "pawn," because character creation is an area of the game where player skill is required.
Never stopped anyone from complaining about insta-death traps, effects, and encounters - but it WAS accepted as being something that just went with the game.In general, 1e players expected to face some risks that could just blow them away.
Another exceptionally salient point. 3E was designed ostensibly to remove roadblocks to player "creativity". The end effect, however, as is easily seen today, went just a bit too far and created an OVERdeveloped sense of player entitlement, and in particular - DM's who have been trained to think that they are NOT ALLOWED to set limits.Older editions were very archetypal. Your mage was obviously a mage and just didn't cross-train to give himself optimal respond-to-anything skills. He couldn't. He had to work with what he had, as a big factor in player skill. Good or bad is your decision, but there's a lot to be said for having constraints on your character generation.
Many more good points followed, though I think the list would serve better as "Making 3E seem like 1E" than as applying "Old School" sensibilities to 3E campaigns. Old School stylings are about RE-applying game elements that were removed, but that ADDED to the game, and which are remembered fondly and yearned for again.MY GUIDE TO MAKING AN OLD SCHOOL 3E CAMPAIGN
Start with this example. It's no more or less old-schoold to go beyond the core books. The differences are that in times past it was largely handled by the DM and players themselves, not with published rules, and that players of yore did NOT expect that playing character races and prestige classes outside the Core Rules would be their RIGHT - it would be something the DM allowed as a PRIVILEGE, or as something DISTINCTIVE about his campaign.1) Restrict classes to the ones in the core books and eliminate the prestige classes.
A THOUSAND times Amen. If there is ONE, single element of change between editions, that marks a break between Old School and New School it is this - magic as a common, readily available, commodity. It also cements a distinction between PC's as unusual, uncommon, individuals - heroes beyond the pale - and PC's as only-slightly-better-equipped than hundreds, or THOUSANDS of NPC's just like them.2) Don't allow purchase of magic items.
Can we get another AMEN?13) Screw realism, screw ecology, screw explanations, screw economies, screw physics. The explanation is out there for why an ogre is wandering the city without molesting anyone until he sees the party. The explanation isn't what the game's about. Killing an ogre in a cool city brawl is what the game's about.
This is not an Old School design issue - it's a perennial issue of DM skill and experience. It's a roleplaying trap that DM's always have and always WILL fall into that has nothing to do with editions and only a problem with certain settings because DM's have NEVER been properly instructed on avoiding this pitfall.15) Don't put the characters in constant or reliable contact with super-NPCs like Elminster or Bigby. Don't set up a situation where that NPC might ever, ever, ever, pull the character's bacon out of the fire. It's not a game of saving bacon; it's a game of keeping your bacon ... um ... raw, I guess. That analogy went to hell fast. I would eliminate Elminster from the Realms. Even Bigby only has local power -- some troops, a dragon, etc.
I guess. :\Pierce Inverarity said:Old school = no skill system.