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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="Arilyn" data-source="post: 7768546" data-attributes="member: 6816042"><p>My first experience with D&D was way back in the early 80s. I was excited about the idea of creating a fantasy character, who would go on adventures like in the novels I was consuming at a rapid pace. What I got instead, was crawling slowly and carefully through a dungeon, meticulously mapping every inch, with long, out of character tactical sessions about getting past ridiculously complicated mechanical traps. Oh, and my elf couldn't be a ranger. Turned me right off the hobby, and I wasn't alone in feeling this way. The desire for more story in rpgs and less random death is a debate which started almost as soon as ODD was released. Gygax didn't initially appreciate role playing in his game, and wanted no differentiation between character and player. This idea did not survive long, once the public got hold of the game, although, remnants of this idea still exist amongst the old schoolers.</p><p></p><p>The desire for story in rpgs is, and has always been, strong. GM driven stories, which are influenced by player actions, so they don't become railroads, seem to attract the most players, and it's not a new thing caused by critical role, or spoiled players, who don't want their characters to fail or die. The newer mechanics that are found in Fate, Gumshoe, and even in 5e are there to support more narrative driven games, to help establish dramatic beats. They exist to help support the desire for NS, which isn't all that new, work better.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7768546, member: 6816042"] My first experience with D&D was way back in the early 80s. I was excited about the idea of creating a fantasy character, who would go on adventures like in the novels I was consuming at a rapid pace. What I got instead, was crawling slowly and carefully through a dungeon, meticulously mapping every inch, with long, out of character tactical sessions about getting past ridiculously complicated mechanical traps. Oh, and my elf couldn't be a ranger. Turned me right off the hobby, and I wasn't alone in feeling this way. The desire for more story in rpgs and less random death is a debate which started almost as soon as ODD was released. Gygax didn't initially appreciate role playing in his game, and wanted no differentiation between character and player. This idea did not survive long, once the public got hold of the game, although, remnants of this idea still exist amongst the old schoolers. The desire for story in rpgs is, and has always been, strong. GM driven stories, which are influenced by player actions, so they don't become railroads, seem to attract the most players, and it's not a new thing caused by critical role, or spoiled players, who don't want their characters to fail or die. The newer mechanics that are found in Fate, Gumshoe, and even in 5e are there to support more narrative driven games, to help establish dramatic beats. They exist to help support the desire for NS, which isn't all that new, work better. [/QUOTE]
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