What's my age again?

Ry

Explorer
Funny, as I'm getting older (24 now, started gaming about 12 years ago, always been the DM) I seem to gravitate more and more to the kinds of games I ran in the first place - basically, using a really rules-light system to get a low-to-mid-level 2e D&D feel.

Have I tried other things? Yep. But the older I get the more I seem to just want the old stuff.

What are your experiences? Have your tastes changed over the years, or do you find you also just go back to the gaming you started with?
 

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rycanada said:
What are your experiences? Have your tastes changed over the years, or do you find you also just go back to the gaming you started with?

I am actually finding a mix of things. I really like trying out new games and playing short campaigns or one shots of different systems, but I keep coming back to low level (3-6) dungeon crawls as my favorite type of game to play in. Early 80s Basic D&D was what i started with, and is probably my favorite of all the various game systems I've played over the years. My method of gaming has certainly changed (more RP, toned down the hack & slash) but I still love a good dungeon crawl.
 

Interesting question...

When I first got into rpgs I was just "YIPPEE SKIPPY! No more miniatures battles!" After that D&D pretty quickly became, well, dungeon crawls. Since those days I have done very, very few dungeon crawls.

I think I hit my stride with a double whammy -- Traveller and RuneQuest. One day while creating a character for my friend's Traveller game and listening to a Rolling Stones tape, I heard the song "2000 Lightyears from Home". Really hit me, that. I turned to my buddy and said, "Where does my guy come from?" "Huh?" "Well, you have about 200 systems on your map; which one is my home world?" "Never thought about that before..." And thus started the first leg of really developing character backgrounds. With RuneQuest this became even more intense; RuneQuest also soured me on pre-made adventures, as we ran Borderlands (no, not the D&D adventure) and midway through running the adventures the group had taken about a 180 degree turn from where the series was "supposed" to go. I wrote about my experiences to Chaosium and their attitude was "you didn't prepare the group right". So much for pre-packaged adventures. From there on in, games were all about homebrew worlds, homebrew adventures, and deep character background.

In the intervening years I've more or less held to that notion. Sometimes I went for more rules-heavy systems, sometimes for more rules-light (Harnmaster on one extreme, Over the Edge on the other), but the core notions of creating my own worlds and adventures and giving players a sense of where they belonged in the worlds has stayed with me. I have refined background material so that people feel like they are part of a living, breathing world with actions other than their own taking place, with laws that sound appropriate to the society, and a tangible sense of, if not reality, at least plausibility (insofar as the given rules system allowed -- Paranoia is a whole separate issue...).

The final move was to Ars Magica. The notion of the Covenant, the magical village which all the characters are attached to, snapped the last piece of the puzzle into place. Now in my campaigns I try to come up with very solid reasons for why the characters not only are together but should bother staying together. There is a larger story and all the characters are involved in it.

In my current D20 campaign, all the characters belong to the same club, a group of like-minded individuals who want to outdo each other in deeds of daring, yet also want to help the community. The leader of this group has good points and bad points, but at least he feels very real, and since we have dropped alignment, that is not really an issue.

So I'd say overall my path in gaming has been a slow evolution, a refining of ideas, getting closer to not the perfect system, but rather the right feel of the game.

This probably also explains why I pick up so many different systems -- very little system loyalty ;)
 


Yair said:
See, right there is where you lost me. I'll be crying over my lost youth in the corner now.

Sorry. I know it's hard to believe; all my friends call me the "Old Man" because I'm the first out of university, first married, and first with a real job. I think the fact that I'm always the DM adds to it too, somehow.
 

I find as I age I want more complicated plots, long lasting games, with great plots and great characters. And that's not what I was playing when I started this hobby.
 

I haven't been playing that long, really, but my earlier gaming experience was... well, busy. We had one or two long-running campaigns (one ended up 3 years), and a constant barrage of shorter start-up games that would quickly die off. My group would game a lot too. 5+ times a week. We tried WW, D&D, WoT, Rifts, World Tree, Abberant... lots of stuff.

Nowadays, I game once a week if that much. The games are designed to last a long time and the GMs aren't as good.

I'm hoping it'll go in cycles.
 

Bump - given that this is directed at the adult crowd, I really should have started this thread when the East Coast was getting HOME, rather than the middle of the work day.
 

I don't think I've ever really gotten away from the kinds of games I ran after about my second or third year of gaming, once the youthful exuberance for Disneyland-type dungeon crawls, hack 'n' slash and taking the loot turned into homebrewing more detailed, intricate settings and deeper, better-developed NPCs for the players to encounter during dungeon crawls, hack 'n' slash and taking the loot. :)

The biggest change now is that instead of creating high-fantasy worlds and campaigns that involve big themes (such as LotR or the Earthsea cycle), my goal is to create grittier, swords 'n' sorcery adventure-driven campaigns, getting even closer perhaps to D&D's roots than ever before, at least based on what I understand those roots to be.
 


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