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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="MGibster" data-source="post: 7768695" data-attributes="member: 4534"><p>I tend to characterize old school games as being much more prone to having players fail to the point where they could not advance at all. Call of Cthulhu is a much lauded game, and deservedly so, but if you were a new Keeper there was nothing in the main book to tell you what to do should everyone fail their roll to find the clue. Usually things didn't just grind to a halt but you'd often go forward in the scenario without having any idea of what was going on which made the game less fun than it should have been. Long time CoC players would just tell you, "Oh, give the players the important clue and move forward from there." But that isn't how the rules were written until very recently. </p><p></p><p>I like story in my game and I want players to be able to affect that story without punching something in the face all the time. But I tend to keep in mind that the G in RPG stands for game. It's possible that the roll of the dice will have a severe impact on the story.</p></blockquote><p></p>
[QUOTE="MGibster, post: 7768695, member: 4534"] I tend to characterize old school games as being much more prone to having players fail to the point where they could not advance at all. Call of Cthulhu is a much lauded game, and deservedly so, but if you were a new Keeper there was nothing in the main book to tell you what to do should everyone fail their roll to find the clue. Usually things didn't just grind to a halt but you'd often go forward in the scenario without having any idea of what was going on which made the game less fun than it should have been. Long time CoC players would just tell you, "Oh, give the players the important clue and move forward from there." But that isn't how the rules were written until very recently. I like story in my game and I want players to be able to affect that story without punching something in the face all the time. But I tend to keep in mind that the G in RPG stands for game. It's possible that the roll of the dice will have a severe impact on the story. [/QUOTE]
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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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