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General Tabletop Discussion
*TTRPGs General
What are the characteristics of an "olde school game"?
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<blockquote data-quote="jasin" data-source="post: 3605936" data-attributes="member: 7531"><p>That was pretty interesting!</p><p></p><p></p><p>This is really interesting. I started gaming with 2E, and my experience is pretty much the opposite.</p><p></p><p>In 2E, we died left and right, felt a sense of accomplishment if we got to 5th level, and just made another character if we didn't.</p><p></p><p>In 3E... well, we still die left and right, but we get raised if we can afford it, we works something out with the DM if we can't, and we get much more invested in a given character.</p><p></p><p></p><p>A semi-related idea I had, for keeping the 3E CR/level/equipment balances more or less intact, while creating that Conan atmosphere where you whore and drink for a week, then almost starve the next: you could just say that while there's magic items, there simply isn't a market for them. If you're an adventurer, you can hope to find a +1 flaming burst sword, but there's no-one to sell it to, unless you're willing to have it hideously undervalued. So even people with +1 flaming burst swords might occasionally find themselves chopping wood for food and lodging, since you cannot eat magic swords. Allow "dismantling" existing magic items for components, and occasionally give magic item components as treasure ("... so you killed the red dragon. You can use his tongue to make 20,000 gp worth of magic items connected to fire." That way you could keep equipment mostly the same, while divorcing it from actual monetary wealth. And you might even get most of the fun of a shopping trip: discussing how to spend the 20,000 virtual gp in dragon tongue should look very similar to discussing what to do with actual 20,000 gp in gold coins.</p><p></p><p></p><p>This also implies: allow spells to be used creatively. They don't just do the exact things spelled out in the PHB, they can do anything it would make sense that the effect described can do. Use web to pinpoint invisible creatures (you see where the strands stick), use shocking grasp at range through water, use 3.0-style command (Clr 1) where you can issue any one word command rather than the 3.5 pick-one-from-list version.</p><p></p><p></p><p>Forgotten Realms is pretty much the poster child for planet-spanning evil and (to a lesser extend) planet-spanning do-gooders, isn't it?</p><p></p><p>I agree Eberron isn't old school what with its industrial magic schtick, but IMO Forgotten Realms is exactly the kind of world you seemed to associate with non-old-school feel: richly detailed, story-heavy, a world where villains out for world domination are more common than 2d4 gibbering mouthers wandering through the woods.</p><p></p><p></p><p>Way cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p>... with blackjack and hookers! In fact, forget the blackjack! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="jasin, post: 3605936, member: 7531"] That was pretty interesting! This is really interesting. I started gaming with 2E, and my experience is pretty much the opposite. In 2E, we died left and right, felt a sense of accomplishment if we got to 5th level, and just made another character if we didn't. In 3E... well, we still die left and right, but we get raised if we can afford it, we works something out with the DM if we can't, and we get much more invested in a given character. A semi-related idea I had, for keeping the 3E CR/level/equipment balances more or less intact, while creating that Conan atmosphere where you whore and drink for a week, then almost starve the next: you could just say that while there's magic items, there simply isn't a market for them. If you're an adventurer, you can hope to find a +1 flaming burst sword, but there's no-one to sell it to, unless you're willing to have it hideously undervalued. So even people with +1 flaming burst swords might occasionally find themselves chopping wood for food and lodging, since you cannot eat magic swords. Allow "dismantling" existing magic items for components, and occasionally give magic item components as treasure ("... so you killed the red dragon. You can use his tongue to make 20,000 gp worth of magic items connected to fire." That way you could keep equipment mostly the same, while divorcing it from actual monetary wealth. And you might even get most of the fun of a shopping trip: discussing how to spend the 20,000 virtual gp in dragon tongue should look very similar to discussing what to do with actual 20,000 gp in gold coins. This also implies: allow spells to be used creatively. They don't just do the exact things spelled out in the PHB, they can do anything it would make sense that the effect described can do. Use web to pinpoint invisible creatures (you see where the strands stick), use shocking grasp at range through water, use 3.0-style command (Clr 1) where you can issue any one word command rather than the 3.5 pick-one-from-list version. Forgotten Realms is pretty much the poster child for planet-spanning evil and (to a lesser extend) planet-spanning do-gooders, isn't it? I agree Eberron isn't old school what with its industrial magic schtick, but IMO Forgotten Realms is exactly the kind of world you seemed to associate with non-old-school feel: richly detailed, story-heavy, a world where villains out for world domination are more common than 2d4 gibbering mouthers wandering through the woods. Way cool. :cool: ... with blackjack and hookers! In fact, forget the blackjack! :D [/QUOTE]
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