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What are the characteristics of an "olde school game"?
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<blockquote data-quote="PapersAndPaychecks" data-source="post: 3604040" data-attributes="member: 28854"><p>My opinion about the characteristics of an old school game:</p><p></p><p>1. The role of a DM is NOT to tell a story to his or her players. The DM provides an interesting and challenging environment for the players to explore and then administers that environment impartially. Players ought to be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.</p><p>2. Characters are disposable; it's easy to roll up a new one. All they've normally got in terms of personality, at level 1, is a name... it might be worth investing effort in some background if they live to higher level.</p><p>3. Some monster attacks are basically incurable. Undead drain levels and getting them back is a major problem (requiring the help of an 18th level cleric of a Greater God with 18 wisdom who ages several years, irrecoverably, each time he or she cases <em>restoration</em>).</p><p>4. Many of the things you meet are poisonous. Poison kills you two times out of three regardless of how many hp you have. Other things turn you to stone, rust your gear or otherwise seriously ruin your day.</p><p>5. Killing things gets you XP but taking their stuff gets you three times as much XP. Sensible players avoid fighting.</p><p>6. Players aren't heroes. They might become heroes if they win, but the game isn't about players and they aren't entitled to succeed.</p><p>7. Imprudence gets you killed.</p><p>8. Prudence gets you killed too, but, less often.</p><p>9. Traps kill you. Sometimes you get a save, sometimes not.</p><p>10. BBEGs are optional.</p></blockquote><p></p>
[QUOTE="PapersAndPaychecks, post: 3604040, member: 28854"] My opinion about the characteristics of an old school game: 1. The role of a DM is NOT to tell a story to his or her players. The DM provides an interesting and challenging environment for the players to explore and then administers that environment impartially. Players ought to be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed. 2. Characters are disposable; it's easy to roll up a new one. All they've normally got in terms of personality, at level 1, is a name... it might be worth investing effort in some background if they live to higher level. 3. Some monster attacks are basically incurable. Undead drain levels and getting them back is a major problem (requiring the help of an 18th level cleric of a Greater God with 18 wisdom who ages several years, irrecoverably, each time he or she cases [i]restoration[/i]). 4. Many of the things you meet are poisonous. Poison kills you two times out of three regardless of how many hp you have. Other things turn you to stone, rust your gear or otherwise seriously ruin your day. 5. Killing things gets you XP but taking their stuff gets you three times as much XP. Sensible players avoid fighting. 6. Players aren't heroes. They might become heroes if they win, but the game isn't about players and they aren't entitled to succeed. 7. Imprudence gets you killed. 8. Prudence gets you killed too, but, less often. 9. Traps kill you. Sometimes you get a save, sometimes not. 10. BBEGs are optional. [/QUOTE]
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