Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7768363" data-attributes="member: 20564"><p>The article mentions failure, while the chart shows danger -- these are VERY different concepts when discussing "old school" vs. "new school".</p><p></p><p>Failure is not only common in "new school", but at times is to be embraced. Because failure isn't the boolean "you're dead, game over" common to old school, but another fork of what's being told. </p><p></p><p>"Failing forward" is a concept very new school, where the idea is that the GM (see, still GM-lead in this) reworks failures that would stop a game cold. For example, if there's no adventure if the party doesn't find the hidden door in the bookcase, in an old school system if you fail the search roll then the game halts -- there is no way forward. No fun. But in a new school "fail forward" approach there's a cost to missing the roll but it doesn't stop the game. Perhaps they took so long that that the encounter a patrol coming out of the exit, and unless they work very quickly the hidden lair is now on alert.</p><p></p><p>New school games like FATE actually encourage mechanically players to fail in several ways. To continue to use Fate, first the GM effectively bribes the players to play out of one their flaws to the detriment of the party in exchange for currency to activate their abilities later. And if your character is badly hurt, it's better to take the loss because if the the GM forces the loss then the results are a lot worse.</p><p></p><p>So failure is actually embraced as much or more in new school games since the effects are tailored more towards the GM telling a good story then penalizing the players by having them sit out due to character death or miss part of adventures due to poor rolls.</p><p></p><p>Getting to how the chart is labelled, Risk (of which Danger is a subset) is something that is present in both old school and new school games. Statements like "New School doesn’t <strong>require</strong> cooperation, you’re going to survive anyway." is just speaking from ignorance. Sorry to be blunt, there are a good majority of new school games that can be just as deadly, or inflict permanent issues of characters. For that type of game - Superhero games won't have death commonly regardless if they are old school like Champions or new school like Icons. Each genre has it's own aspects of risk. </p><p></p><p>Now, new school are perhaps not as punitive about it -- doing everything right and a single roll kills you is more of a factor of the oldest RPGs, but that's something even some old school RPGs went away from.</p><p></p><p>I just find this article to have either a limited exposure to new school games, a misunderstanding of them, or is comparing across genres because there are more variety out there, and different genres have different risk levels.</p></blockquote><p></p>
[QUOTE="Blue, post: 7768363, member: 20564"] The article mentions failure, while the chart shows danger -- these are VERY different concepts when discussing "old school" vs. "new school". Failure is not only common in "new school", but at times is to be embraced. Because failure isn't the boolean "you're dead, game over" common to old school, but another fork of what's being told. "Failing forward" is a concept very new school, where the idea is that the GM (see, still GM-lead in this) reworks failures that would stop a game cold. For example, if there's no adventure if the party doesn't find the hidden door in the bookcase, in an old school system if you fail the search roll then the game halts -- there is no way forward. No fun. But in a new school "fail forward" approach there's a cost to missing the roll but it doesn't stop the game. Perhaps they took so long that that the encounter a patrol coming out of the exit, and unless they work very quickly the hidden lair is now on alert. New school games like FATE actually encourage mechanically players to fail in several ways. To continue to use Fate, first the GM effectively bribes the players to play out of one their flaws to the detriment of the party in exchange for currency to activate their abilities later. And if your character is badly hurt, it's better to take the loss because if the the GM forces the loss then the results are a lot worse. So failure is actually embraced as much or more in new school games since the effects are tailored more towards the GM telling a good story then penalizing the players by having them sit out due to character death or miss part of adventures due to poor rolls. Getting to how the chart is labelled, Risk (of which Danger is a subset) is something that is present in both old school and new school games. Statements like "New School doesn’t [B]require[/B] cooperation, you’re going to survive anyway." is just speaking from ignorance. Sorry to be blunt, there are a good majority of new school games that can be just as deadly, or inflict permanent issues of characters. For that type of game - Superhero games won't have death commonly regardless if they are old school like Champions or new school like Icons. Each genre has it's own aspects of risk. Now, new school are perhaps not as punitive about it -- doing everything right and a single roll kills you is more of a factor of the oldest RPGs, but that's something even some old school RPGs went away from. I just find this article to have either a limited exposure to new school games, a misunderstanding of them, or is comparing across genres because there are more variety out there, and different genres have different risk levels. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
Top