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<blockquote data-quote="billd91" data-source="post: 5132222" data-attributes="member: 3400"><p>It could be using the old rules, it could be using new revisions or interpretations of old rules, it could be using new rules to play the way you did with the old rules.</p><p></p><p>But I think it goes way beyond D&D versions. Classic Traveller has been very popular among afficionados in contrast to later versions like GURPS Traveller, d20 Traveller, and Mongoose Traveller.</p><p></p><p>In some ways, I feel it's a way to play in reaction to the advancements in design of game rules and/or adventures. In many cases, more recent game rules are slicker, more tightly structured. But, in some cases, while elegant, I think they're less artful. Less insightful. Over-designed. More sterile. Less intrinsically interesting.</p><p></p><p>I think there's a relationship between old school revivalism and preference for rules light systems as well. While even old games like 1e AD&D have LOTS of rules, vast swathes of what a character can and cannot do is left undefined, moreso than in later editions that worked harder to structure the rules to account for unexpected actions. I can't fault later editions for doing so since they did it to make the rules more transparent to the player and better foster appropriate player expectations. But I think it leads to a different psychological space for the game than old school rules gaming.</p></blockquote><p></p>
[QUOTE="billd91, post: 5132222, member: 3400"] It could be using the old rules, it could be using new revisions or interpretations of old rules, it could be using new rules to play the way you did with the old rules. But I think it goes way beyond D&D versions. Classic Traveller has been very popular among afficionados in contrast to later versions like GURPS Traveller, d20 Traveller, and Mongoose Traveller. In some ways, I feel it's a way to play in reaction to the advancements in design of game rules and/or adventures. In many cases, more recent game rules are slicker, more tightly structured. But, in some cases, while elegant, I think they're less artful. Less insightful. Over-designed. More sterile. Less intrinsically interesting. I think there's a relationship between old school revivalism and preference for rules light systems as well. While even old games like 1e AD&D have LOTS of rules, vast swathes of what a character can and cannot do is left undefined, moreso than in later editions that worked harder to structure the rules to account for unexpected actions. I can't fault later editions for doing so since they did it to make the rules more transparent to the player and better foster appropriate player expectations. But I think it leads to a different psychological space for the game than old school rules gaming. [/QUOTE]
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