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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="5ekyu" data-source="post: 7768686" data-attributes="member: 6919838"><p>[MENTION=20564]Blue[/MENTION]</p><p>"The article mentions failure, while the chart shows danger -- these are VERY different concepts when discussing "old school" vs. "new school".</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>This is to me a key element I see in many discussions along this variety and the characitures of positions presented -- way too many times it is portrayed as if character death is the only stakes.</p><p></p><p>If your players and their characters are invested in the world as more than just map pins and resource modes to be harvested, there are often much more things at stake. </p><p></p><p>I recall bringing an entire gaming group to tears over the death of an NPC that was an interest to my PC with an introduction letter to the characters first wife (also dead) asking her to help the new dead girl get along and so on, mentioning a few of her good qualities and rough edges, etc.</p><p></p><p>It was a stronger sense of impact and loss and recovery than any combats won or loss or even later PC death in that game.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7768686, member: 6919838"] [MENTION=20564]Blue[/MENTION] "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" This is to me a key element I see in many discussions along this variety and the characitures of positions presented -- way too many times it is portrayed as if character death is the only stakes. If your players and their characters are invested in the world as more than just map pins and resource modes to be harvested, there are often much more things at stake. I recall bringing an entire gaming group to tears over the death of an NPC that was an interest to my PC with an introduction letter to the characters first wife (also dead) asking her to help the new dead girl get along and so on, mentioning a few of her good qualities and rough edges, etc. It was a stronger sense of impact and loss and recovery than any combats won or loss or even later PC death in that game. [/QUOTE]
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