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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="PMárk" data-source="post: 7768484" data-attributes="member: 6804619"><p>Interesting debate. </p><p></p><p>For me, the divide between new and classic design isn't even about lethality, though I recognize that angle, from the standpoint of D&D. </p><p></p><p>No, the main thing for me, is how much narrative power players get outside the immediate actions of their characters? How much the rules are about "telling a story", or presenting a world?</p><p></p><p>In that sense, "new school" games actually degrade my immersion. I prefer the game's world working on it's own inner logic and consistency, rather than the whims of the players. Also, if I made the wrong choices for my character, it suffers, or dies, the plan misfires, etc. I actually get to have more interest in the character like that, because I feel I'm playing a living person in a living world, not an artificial character in a story.</p><p></p><p>Falling forward is interesting. I recognize the benefits of giving incentive to the players to actually play out their character's flaws, something that often get neglected in classic-style rpgs. However, it could go into places I don't prefer, making the characters charicatures of themselves, or players getting the idea of not succeeding being "better".</p></blockquote><p></p>
[QUOTE="PMárk, post: 7768484, member: 6804619"] Interesting debate. For me, the divide between new and classic design isn't even about lethality, though I recognize that angle, from the standpoint of D&D. No, the main thing for me, is how much narrative power players get outside the immediate actions of their characters? How much the rules are about "telling a story", or presenting a world? In that sense, "new school" games actually degrade my immersion. I prefer the game's world working on it's own inner logic and consistency, rather than the whims of the players. Also, if I made the wrong choices for my character, it suffers, or dies, the plan misfires, etc. I actually get to have more interest in the character like that, because I feel I'm playing a living person in a living world, not an artificial character in a story. Falling forward is interesting. I recognize the benefits of giving incentive to the players to actually play out their character's flaws, something that often get neglected in classic-style rpgs. However, it could go into places I don't prefer, making the characters charicatures of themselves, or players getting the idea of not succeeding being "better". [/QUOTE]
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